1
stat: 2d6 ⇒ (5, 4) = 9 Int +1
stat: 2d6 ⇒ (1, 2) = 3
stat: 2d6 ⇒ (4, 3) = 7 Edu +0
stat: 2d6 ⇒ (2, 6) = 8 Soc +0
stat: 2d6 ⇒ (2, 3) = 5 End -1
stat: 2d6 ⇒ (2, 1) = 3 Str -1
stat: 2d6 ⇒ (2, 6) = 8 Dex +0
2a. Homeworld: Efate, a high-population, industrial world with Tech Level D
2b. 3+EDU=0
Advocate/0 Streetwise/0 Computer/0
3. Merchant/Free Trader/Officer (Int 5+)
career: 2d6 + 1 ⇒ (1, 5) + 1 = 7
basic training: Pilot (spacecraft)/0 Vacc Suit/0 Broker/0 Mechanic/0 Persuade/0 Zero-G/0
4a. no mishap rolled
5a.
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
gain: Ally
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.
choice: Medic/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.
choice: melee
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
Step 7: Advancement Rolls
1: 2d6 ⇒ (1, 6) = 7 Yes
2: 2d6 ⇒ (6, 1) = 7 Yes
3: 2d6 ⇒ (1, 1) = 2 No
4: 2d6 ⇒ (5, 2) = 7 Yes
5: 2d6 ⇒ (2, 3) = 5 No
6: 2d6 ⇒ (5, 6) = 11 Yes
4 skills and training rolls
4 ranks (Trade Officer) Persuade/1 Jack of all Trades/1 +1 Influence
Step 8: Skill and Training Rolls
Skill Rolls: 6+4
1: 1d6 ⇒ 6 Officer (Melee (Blade))
2: 1d6 ⇒ 4 Officer (Leadership)
3: 1d6 ⇒ 5 Service (Persuade)
4: 1d6 ⇒ 1 Officer (Advocate)
5: 1d6 ⇒ 2 Personal (+1 Dex)
6: 1d6 ⇒ 1 Personal (Jack of all Trades)
7: 1d6 ⇒ 5 Personal (Gun Combat (any))
8: 1d6 ⇒ 6 Personal (Melee (any))
9: 1d6 ⇒ 5 Officer (Persuade)
10: 1d6 ⇒ 3 Service (Broker)
Step 9: Aging
Terms 6 * 4 = 24+18=42
Aging: 2d6 - 6 ⇒ (2, 4) - 6 = 0
-1 Dex
Step 10: Benefits Rolls
rolls: 6 terms + 2 (for 4 rank) +1 (for cash only)
1: 1d6 ⇒ 4 Ship Share
2 Cash: 1d6 ⇒ 4 20,000
3: 1d6 ⇒ 2 +1 Int
4: 1d6 ⇒ 4 Ship Share
5 Cash: 1d6 ⇒ 3 10,000
6: 1d6 ⇒ 6 Free Trader
7: 1d6 ⇒ 3 +1 Soc
8: 1d6 ⇒ 5 Two Ship Shares or Assistant
Cash: 1d6 ⇒ 5 20,000
Ship Shares: 6