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Field scientists and engineers

Shadowrunner; well, T5 lets you go to college/university/an academy, and even graduate skill if you so desire, and in order to succeed you need to roll against your IQ for every year. I remember from CT's optional chargen rules in either JTAS or Challenge, that you could go to school to pick up some skills, but it was a little easier and quicker, and you didn't have to check for things like honors or re-enrolling, waivers if you fail a roll, and everything else.

I tried putting a character through the Craftsperson career, but his skills were so varied that there was no way he was ever going to create a "masterpiece".

And the Scholarly (I think what used to be the Academic) career now has things like Tenure, being Published, and for some reason you have a higher degree of picking up the "Seafarer" skill for what good it'll do you.

The civil Engineer I created (a career I contemplated for myself at one time as a young man) just has basic purpose Traveller Engineering skill, but with no knowledge assigned to it (I'll probably add something later on).

Re-reading portions of T5, it strikes me as a HERO like Rule Set that wants you to be able to create things for your Traveller Universe. This includes chargen rules that are a bit more far ranging than CT or MT (or even MgT which is just updated CT, IIRC).

En large Traveller has always had a bit of dry-generic-vanilla flavor and presentation to it, so the prose and rules presentation aren't as enticing as say D&D in all its forms, but again, it seems like a few more charts and arrows with some background art could help ease and spice up the exercise. Just me.

Thanks for the help and input.
 
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