APPRENTICE
The apprentice is the lowest place on the solo totem
pole. At this time the solo-to-be is instructed on what he'll
need
to know to be a functional solo. To justify his apprenticeship,
the
student will pay back the knowledge with favors, equipment, money or
work.
The apprentice will learn skills that the master possesses (teacher
must
have at least a +5 in the skill in order to effectively pass it on to
the
pupil.). The apprentice also gets 1d6 additional pickup skills to
put into any NON-combat skill. At this level, the apprentice
spends
most of his/her time at the range, combat sims, and hitting the
data-units.
PARTNERSHIP
The apprentice has now entered the dark and gritty
world of the solo. The still learning solo now picks up
negotiation
skills, mainly regarding contracts. The novice is also now
permitted
to field-test his/her skills. The novice will also pick up the
finer
points to acquiring "questionable goods." The inferior partner's
percentage is almost always less than 50%. In the rule-proving
exceptions,
it is not uncommon to see the senior partner deduct from the minor
partner's
take-home with teaching fees or whatever other costs may be brought
up.
The partnership still retains much of the master-apprentice
relationship.
This is not the same thing as two professionals teamed together.
(At this stage, the apprentice's Combat Sense should not be above +5).
DEBUT
This is the apprentice's "coming out party," so
to speak. This is the apprentice's first solo action.
Typically
the master will arrange the contract for the apprentice and brief
him/her.
The debut also publicizes the would-be solo's specialization (assassin,
bodyguard, etc.) Some instructors will provide the candidate with
the equipment permitted for the job, others allow the introducee to use
anything in the candidate's private stash. These contracts are
rarely
worth more than 8,000 eb, but do grant the new solo a REP of 1 (-3 if
the
debut is a failure), this also reflects on the instructor. The
instructor's
REP will either go up +.5 REP (when concerning instructing ONLY), and
-1
if the student fails. After the debut, the candidate is
considered
a full-solo, however, failure of the debut usually means the solo's
career
is dead in the water (this is why REAL, and QUALITY solos are rare and
not the cannon fodder they are portrayed as.)
PROFESSIONAL CAREER
This is the full fledged solo. The solo may
now take on his/her own apprentice. The solo must have a minimum
of Combat Sense +7, all career skills at +4 and have teaching +3, in
order
to meet the minimum requirements for instructing a fresh solo.