A generalist house could instead be a citizens council. Since everyone is psionic, normal people could just have a few power poiints and level 0 psionic knacks. That makes you a civilian. Then if you train or show aptitude, i.e. level 1 in a psionic class, you become a full citizen. Most psions are generalists, while a minority specialize. Houses are houses because they tend to breed psions of a certain type or hire them. The citizens council elects a leader
Stat Roll:
2d6 ⇒ (3, 5) = 8 2d6 ⇒ (4, 3) = 7 2d6 ⇒ (3, 1) = 4 2d6 ⇒ (2, 5) = 7 2d6 ⇒ (6, 6) = 12 2d6 ⇒ (2, 2) = 4 STR 8 DEX 12 END 7 INT 7 EDU 4 SOC 4 Looks like a good redshirt, so I'll aim for Marines. Comes from a High Population world, has Streetwise 0 and Carouse 0. At 18, young Malcom Fouster has never had a real chance to advance from his poor upbringing, so he decides to try to join the Marines. STR 8 DEX 12 END 7 INT 7 EDU 4 SOC 4 Streetwise 0 Carouse 0 First Term:
Qualifying (End 6+): 2d6 ⇒ (6, 1) = 7 Success. Malcom has become a Star Marine. He gains the following. Athletics(Sprinting) 0 Battle Dress 0 Tactics(Military) 0 Heavy Weapons(Launchers) 0 Gun Combat(Slug Rifle) 0 Stealth 0 Specialist: 1d6 ⇒ 3
Gained Gunnery(Turrets) 1 Survival End 6+: 2d6 ⇒ (3, 2) = 5
Malcom Fouster age 22 STR 8 DEX 12 END 7 INT 7 EDU 4 SOC 4 Athletics(Sprinting) 0, Battle Dress 0, Carouse 0, Gun Combat(Slug Rifle) 0, Gunnery(Turrets) 1, Heavy Weapons(Launchers) 0, Stealth 0, Streetwise 0, Tactics(Military) 0 Second Term:
Newly ejected by the Marines, Malcom looks elswhere Qualifying Int 6+: 2d6 - 1 ⇒ (2, 5) - 1 = 6 He's approached by some men in black suits, who find him suitable. He now works as an Intelligence Agent for his government. As part of his basic training he learns Investigate 0. Specialist: 1d6 ⇒ 6 Furthermore he learns Deception 1 Survival Int 7+: 2d6 ⇒ (6, 6) = 12
His first mission in infiltrating a spy cell is a success and his superiors are pleased with him. +1DM to one benefits roll. Advancement Int 5+: 2d6 ⇒ (6, 3) = 9
Malcom Fouster age 26 STR 8 DEX 12 END 7 INT 7 EDU 4 SOC 4 Athletics(Sprinting) 0, Battle Dress 0, Carouse 0, Comms 1, Deception 1, Gun Combat(Slug Rifle) 0, Gunnery(Turrets) 1, Heavy Weapons(Launchers) 0, Investigate 0, Stealth 0, Streetwise 0, Tactics(Military) 0 Third Term:
Service Skills: 1d6 ⇒ 5 As part of his continuing training he's given time out in the field. Recon 1. Survival Int 7+: 2d6 ⇒ (5, 4) = 9
Malcom Fouster age 30 STR 8 DEX 12 END 7 INT 7 EDU 4 SOC 4 Athletics(Sprinting) 0, Battle Dress 0, Carouse 0, Comms 1, Deception 1, Gun Combat(Slug Rifle) 0, Gunnery(Turrets) 1, Heavy Weapons(Launchers) 0, Investigate 0, Recon 1, Stealth 0, Streetwise 0, Tactics(Military) 0 Fourth Term:
Specialist: 1d6 ⇒ 5 Malcom takes advance courses in the art of social interaction after his last missions fiasco. Persuade 1
Mustering Out (Other Benefit): 1d6 ⇒ 5 Combat Implant (Subdermal Armor 1)
Aging: 2d6 - 4 ⇒ (3, 2) - 4 = 1 Success on the Aging roll Malcom Fouster age 34 STR 8 DEX 12 END 7 INT 7 EDU 4 SOC 4 Athletics(Sprinting) 0, Battle Dress 0, Carouse 0, Comms 1, Deception 1, Gun Combat 0, Gunnery(Turrets) 1, Heavy Weapons(Launchers) 0, Investigate 0, Persuade 1, Recon 1, Stealth 0, Streetwise 0, Tactics(Military) 0 I'll post up more tomorrow |