Homeworld Efate (high-population, high-technology, heavily industrialized)
Allrianne - perhaps our paths have crossed due to your gambling and my legal trouble? Something about needing to ship something quasi-legal to fulfil some gambling debt that I ended up brokering aboard the trader i was working on, and that got me into legal trouble and toss off the ship... that might be why I'm looking for a a new ship, aka navarro.
Following onto that... I'd say I sought medical help, potentially around obtaining anagathics and in doing so I had gotten an appointment with you. In dr/patient style conversations it was mentioned that we both had ship shares in common, and that we were both interested in ""the stars"" for our own regions, and thats how we ended up on the navarro by pooling shares.
12+ Years ago, childhood around the space ports on Efate.
12-16 Years ago: 2d6 ⇒ (5, 4) = 9 - You are given advanced training in a specialist field. Throw Education 8+ to increase any one skill you already have by one level
8-12 Years ago: 2d6 ⇒ (2, 3) = 5 - You have a chance to risk your fortune on a possibility lucrative deal.
You may gamble a number of Benefit rolls and roll Gambler 8+ or Broker 8+. If you succeed, you gain half as many Benefit rolls as you risked, rounding up. If you fail, you lose all the rolls risked. Either way, gain one level in whichever skill you used.
4-8 years ago: 2d6 ⇒ (5, 3) = 8 - You are embroiled in legal trouble. Gain one of Advocate 1, Admin 1, Diplomat 1 or Investigate 1.
Within the last 4 years: 2d6 ⇒ (3, 5) = 8 - You are embroiled in legal trouble. Gain one of Advocate 1, Admin 1, Diplomat 1 or Investigate 1.
Active Service: 2d6 ⇒ (1, 5) = 6 One of the crew on your ship is injured on the job. Roll Medic 8+ to help him with his wound. Succeed and gain him as an Ally; fail and you have to work extra hard to make up his shift, gaining +1 End.
Medic 8+: 2d6 + 0 ⇒ (5, 4) + 0 = 9
Active Service: 2d6 ⇒ (6, 3) = 9 Your tramp trader is modified to do a little livestock duty. Gain Animals (any) 1 and Survival 1.
Active Service: 2d6 ⇒ (1, 3) = 4 You are given training in ship-based emergency situations. Gain any one of Medic 1, Mechanic 1, Vacc Suit 1 or Zero-G 1.
Active Service: 2d6 ⇒ (4, 1) = 5 Your ship gets work with a known criminal. Gain any one of Carouse, Deception, Melee or Streetwise. Then, roll 1d6. On a 1, the criminal’s enemies get a hold of you; roll on the Injury table. On a 2–4, gain the criminal ring as an Ally. On a 5–6, the criminal pays you well for your services and you gain one extra Benefit roll for Cash only.
roll: 1d6 ⇒ 5
gain: one extra Benefit roll for Cash
Medic 8+: 2d6 + 0 ⇒ (2, 5) + 0 = 7
Active Service: 2d6 ⇒ (5, 6) = 11 A new member of your crew is giving you a hard time. Kill him with kindness with a Social Standing 8+ and gain him as a Contact. Knock him flat with Dexterity 8+ and gain Melee (unarmed) 1 but also gain him as a Rival.
dex: 2d6 + 0 ⇒ (3, 5) + 0 = 8
gain: Melee(unarmed) and Rival
Active Service: 2d6 ⇒ (3, 1) = 4 You are given security and weapons training to help defend the ship in a crisis. Gain either Gun Combat (any) 1, Gunnery (any) 1, Melee (any) 1 or Tactics (military) 1.
gain: Gun Combat (any) 1