
mdt |

The story of Dev continues...
After his failed attempt to hire on to the Imperial Scouts, poor Dev is shanghaied by the local Navy and spends the next 4 years aboard a system defense boat protecting the tradeways within the planet's system. Once his 4 year hitch is up, Dev tries again to enter the Scouts Service. While being in space was exciting, the strict rules of the Navy were not for him.
We pickup our story as Able Spacehand Dev Vorn musters out of the Navy and attempts once again to join the Imperial Scout Service.** spoiler omitted **
You're supposed to make the decision, then let me roll it. You also didn't do the skill check correctly. Skill checks are always 2d6 + Skill Bonus + Stat Bonus. For piloting, it's Dex (if flying anything other than a capital ship) or Int (if flying a capital ship).
Piloting: 2d6 + 1 + 1 ⇒ (2, 5) + 1 + 1 = 9
Congratulations, you survived the encounter and remain in the Scouts.

mdt |

NAME : Omaltdoy'tsart Yuftro
RACE Droyne (Sport)
BIRTHWORLD : Born and raised on the Uskurv, an asteroid ship outfitted with Jump Drives inhabited by a Droyne clan that travelled up and down the Spinward Main offering ship maintenance and repair services.
('Homeworld' traits as Hi-Tech, Asteroid, Vacuum)
Caste Sport
S-3...-1
D-9...+1
E-5...-1
I-11..+1
E-10..+1
Caste - 5...Sport
Term 1: Unable to hack it in the Imperial Navy, our hero is instead drafted by a non-imperial but aligned Navy. He enrolls in the Flight assignments.
Special Assignment on board ship (+1 DM to 1 Benefit Roll)
--Assigned to Courier duty piloting a Scout Class vessel relaying dispatches and information back to Imperial forces as part of cooperation agreements.--
Promoted to Able Spacehand, and then Commissioned to Ensign.
Skills:
Computers 0
Gun Combat (Energy Pistol) 0 (His STR really calls for very light weapons with no significant recoil)
Gunner (Turrets) 0
Language 0
Mechanic 1
Melee (Blade) 1
Pilot (Spacecraft) 0
Vacc Suit 1
Zero-G 1
Rank : 01, Ensign
Service Skill: 1d6 ⇒ 1 Pilot (Any)
Survival, Int 5+: 2d6 + 1 ⇒ (3, 3) + 1 = 7 Survive
Event: 2d6 ⇒ (4, 6) = 10
You have the opportunity to abuse your position for profi t. If you do so, gain an extra Benefi t roll from this term. Refuse, and you get a +2 DM to your next Advancement roll.
Abuse position or not? Holding up rolls for decision.

mdt |

** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...
Benefit rolls should be rolled by the GM, then you can apply your +DM modifiers as you wish to them. I'll go ahead and roll 3 cash and 5 Others. Yes, ranks stack for muster out purposes. Also, you rolled the 'gain gambling or deception 1' twice, so you have both skills. Gambling gives you +1 on cash rolls.
Cash 1: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3 5000
Cash 2: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8 50000
Cash 3: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3 5000
Total Cash (pre-mods) 60,000 credits
Other 1: 1d6 + 1 ⇒ (6) + 1 = 7 +2 Soc
Other 2: 1d6 + 1 ⇒ (6) + 1 = 7 +2 Soc
Other 3: 1d6 + 1 ⇒ (4) + 1 = 5 TAS Membership
Other 4: 1d6 + 1 ⇒ (2) + 1 = 3 +1 EDU or 2 Ship Shares
Other 5: 1d6 + 1 ⇒ (2) + 1 = 3 +1 EDU or 2 Ship Shares
Assuming you keep the 4 soc bonus, that would push you up to 13 and make you a Marquis (Mid level nobility).

mdt |

** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...
Same comment as to ADM, Muster Out rolls should be done by GM.
Rolling 2 cash first, then 6 other.
Cash 1: 1d6 + 1 ⇒ (5) + 1 = 6 30000
Cash 2: 1d6 + 1 ⇒ (2) + 1 = 3 5000
Total Cash : 35000
Other 1: 1d6 + 1 ⇒ (2) + 1 = 3 +1 EDU
Other 2: 1d6 + 1 ⇒ (2) + 1 = 3 +1 EDU
Other 3: 1d6 + 1 ⇒ (3) + 1 = 4 Weapon
Other 4: 1d6 + 1 ⇒ (4) + 1 = 5 TAS Membership
Other 5: 1d6 + 1 ⇒ (1) + 1 = 2 +1 Int
Other 6: 1d6 + 1 ⇒ (5) + 1 = 6 Armour or +1 End

mdt |

You can have it on the ship, locked up in the hold or ship's armoury, but you might not have time to get it before evacuating, so up to you. Or it can be sitting back on the previous planet in storage, depending on why you were going out to the *** end of nowhere on the ship. :) If you were just cruising around to use your TAS membership ticket and larking off for a month or so in retirement, then it's entirely possible most of your personal equipment is in storage.
TL 12 is the default, so TL12 or less is fine. So 3 armor.

Havocprince |

M3Sks
Birthworld: Imperial built age of slavery.
Plan: Large Hazardous Material Robot
Allegiance: I'm a robot.
Str: 20 +4
Dex: 8 +0
Hull: 5 +2
Int: 5 -1
Edu: 7 +0
Soc: 3 -1
Structure: 6
Slots: 16
Slots Head:4
Mass:1,985.5 Kg
4 Term build plus some character terms. 90k build
Basic frame size 4 long + Unit 2 "Head" 17,986.5
Hazard Fortification: +6 Protection
Reduced Reach: The long robot has half the reach that a tall
robot of the same height would have. This may reduce its melee
range, enabling taller enemies to attack it without retaliation and
keep it from reaching higher places.
Increased Stability: A long robot has an excellent grasp of the
ground, which makes it very difficult to trip and gives it significant
advantages in grappling. A long robot enjoys a +2 DM to its
opposed grappling check, cannot be knocked prone and suffers
only half damage from being thrown.
Additionally, all movement penalties to ranged attacks
are halved.
Small Silhouette: All ranged attacks targeting a long robot
suffer a –1 DM. At Close range, the penalty is reduced to 0.
Additionally, a long robot treats all cover as one row lower on
the cover table (see page 63 in the Traveller Core Rulebook).
Long robots gain no benefits from crouching. The benefits
of the prone stance are not cumulative with the benefits of
Small Silhouette.
Options: Hardwearing
Manipulators: 2x Size 4 Hydraulic Arms 4,500 Slam 2d6 Close range 6 slots
Transportation: Tracks x2 Slots 2 Lift 100 Speed 60 cost 1,000
Tracks: Tracks offer perfect all terrain capability and increased
manoeuvrability at the expense of speed. Excluding some
extreme environments, a tracked robot treats all terrain types
as easy. In addition, due to their durability and excellent grasp
of the ground, tracks grant +2 to the robot’s effective strength
score when performing tasks that involve pushing or pulling
objects. The same durability also contributes to protecting the
robot’s frame, increasing its armour by two.
Input: Basic Audion Visual in "Head" 2 slots 200
Output: Basic Vocoder in "Head" 1 slot 500.
Computer: Synaptic + 2x 2.5TB sticks .3 slots "Head", 3Ghz, 7,100
Inhibitor
Circuit Protection: This gadget provides the circuits of
the robot with radiation and harsh environment protection
through the use of heavier components, backup circuits and
shielding of critical circuits. This renders the robot immune
to EMP and radiation and adds one point to Structure. 4 slots 9,000
Cooler:This cools the frame, preventing thermal shocks and
overheating. A cooler can normally reduce internal temperature by 50
degrees. In extreme conditions a cooler can double its power
consumption and reduce the temperature by 80 degrees.
However, this causes the cooler itself to overheat. For each
hour of double consumption, the robot should make a Structure
check with cumulative –2 DM. Failure causes the cooler to shut
down for at least an hour. 2 slots 1,000
Heater: This heats the robot, preventing the risk of start
failure due to cold and providing heat to adjacent living
creatures.A heater can increase internal temperature by up to 150 degrees and surface temperature by up to 50 degrees. 1 slot 1,000
Magnetic Grapples: Magnetic grapples are installed on the
robots manipulators, legs or tracks and enable it to walk
on metallic surfaces in any environment. In space this
movement uses the robots speed, while on worlds with
gravity it is halved in the case of very steep climbs. 1,000
Software:
PP Lvl 3, Encyclopedia lvl 2, Experience Processor 27,000
Skills
Language 1 (Anglic) 12,000
Comes off the factory floor as above.
Term 1 Service
Harvest
Skills Service: 1d6 ⇒ 6 Mechanic 1
Survival: 2d6 + 2 ⇒ (1, 3) + 2 = 6 Woo just made it.
Event:2d6 ⇒ (4, 5) = 9 You save the life of a child and the event is caught on camera. You become a symbol of robot heroism and humanity.
Gain an Ally and Social Standing +1.
Term 2
Skills Harvest: 1d6 ⇒ 1 Zero-g 1
Survival:2d6 + 2 ⇒ (2, 2) + 2 = 6 Second skin of teeth survival.
Event:2d6 ⇒ (1, 1) = 2 1d6 ⇒ 2 You are sold to criminals who program you to assist them in their crimes. However, they are soon arrested and you find yourself on the streets. Stealth 1
Muster: 2d6 ⇒ (2, 5) = 7 Bonus skill Mechanic 2, Increased fortification to Combat +8 Protection. Increase weight by 150Kg
Term 3
Cannibal
Skills Personal:1d6 ⇒ 1 Jack of all trades 1
Survival: 2d6 + 2 ⇒ (6, 2) + 2 = 10
Event:2d6 ⇒ (3, 3) = 6 Roll any combat related skill 8+ to avoid damage. If you succeed you gain Soc +1 and an Enemy as fame of your victory spreads. 2d6 - 2 ⇒ (6, 4) - 2 = 8Success
Advancement: 2d6 - 1 ⇒ (3, 1) - 1 = 3
Muster Cash 1d6 ⇒ 6 2,000
Term 4
Activist Militant
Skills Militant:1d6 ⇒ 3 Tactics(Military) 1
Survival: 2d6 ⇒ (5, 2) = 7
Event:2d6 ⇒ (5, 1) = 6 You forge a brave friendship with a human roboticist. Gain him as an Ally.
Advancement: 2d6 - 1 ⇒ (3, 5) - 1 = 7He has found his calling. Rank 1 Radical Streetwise 1
Term 5
Skills Militant:1d6 ⇒ 1 Explosives 1
Survival: 2d6 ⇒ (6, 3) = 9
Event:2d6 ⇒ (4, 1) = 5 While scouring a junkyard for spare parts for needy robots, you come upon an expensive and fully functional device. You can sell it for a +1 DM to any Benefit roll or install it. If you install it, roll on the Advanced Gadgets table. Sell it.
Advancement: 2d6 - 1 ⇒ (6, 6) - 1 = 11
Term 6
Skills Militant:1d6 ⇒ 2 Gun Combat 1
Survival: 2d6 ⇒ (3, 1) = 4
Mishap: 1d6 ⇒ 3 A secret police crackdown on your cell forces you to go underground. Survival 1
Muster: First roll get the +1 from event Cash3d6 ⇒ (2, 2, 3) = 7 2000 Prizes2d6 ⇒ (2, 4) = 6 +2 Soc
Ending
Str: 20 +4
Dex: 8 +0
Hull: 6 +2
Int: 5 -1
Edu: 7 +0
Soc: 7 +0
Structure: 7
Cash 4,000
Will have a cohesive story from the events later today.

Madcaster |

You can have it on the ship, locked up in the hold or ship's armoury, but you might not have time to get it before evacuating, so up to you. Or it can be sitting back on the previous planet in storage, depending on why you were going out to the *** end of nowhere on the ship. :) If you were just cruising around to use your TAS membership ticket and larking off for a month or so in retirement, then it's entirely possible most of your personal equipment is in storage.
TL 12 is the default, so TL12 or less is fine. So 3 armor.
Enjoying the retirement and TAS membership for a month or so sounds just right, so I guess Gabriel didn't take his weapon and left it in in storage.
So, from my 35000, 8750 will be liquid funds, and on another 8750 I can buy some equipment to carry on a ship.

Ramarren |

NAME : Omaltdoy'tsart Yuftro
RACE Droyne (Sport)
BIRTHWORLD : Born and raised on the Uskurv, an asteroid ship outfitted with Jump Drives inhabited by a Droyne clan that travelled up and down the Spinward Main offering ship maintenance and repair services.
('Homeworld' traits as Hi-Tech, Asteroid, Vacuum)S-3...-1
D-9...+1
E-5...-1
I-11..+1
E-10..+1
Caste - 5...SportTerm 1: Unable to hack it in the Imperial Navy, our hero is instead drafted by a non-imperial but aligned Navy. He enrolls in the Flight assignments.
Special Assignment on board ship (+1 DM to 1 Benefit Roll)
--Assigned to Courier duty piloting a Scout Class vessel relaying dispatches and information back to Imperial forces as part of cooperation agreements.--Promoted to Able Spacehand, and then Commissioned to Ensign.
Skills:
Computers 0
Gun Combat (Energy Pistol) 0
Gunner (Turrets) 0
Language 0
Mechanic 1
Melee (Blade) 1
Pilot (Spacecraft) 1
Vacc Suit 1
Zero-G 1You have the opportunity to abuse your position for profi t. If you do so, gain an extra Benefi t roll from this term. Refuse, and you get a +2 DM to your next Advancement roll.
Abuse position or not? Holding up rolls for decision.
The Navy is the closest thing Malt has to family right now; abusing the position would be unthinkable (+2 Advancement DM). Based on the assignment in prior term, and the continued Pilot skill, I expect he had the opportunity to smuggle contraband in the courier ship, and turned it down, likely turning in the person who made the offer.

mdt |

NAME : Omaltdoy'tsart Yuftro
RACE Droyne (Sport)
BIRTHWORLD : Born and raised on the Uskurv, an asteroid ship outfitted with Jump Drives inhabited by a Droyne clan that travelled up and down the Spinward Main offering ship maintenance and repair services.
('Homeworld' traits as Hi-Tech, Asteroid, Vacuum)
Caste Sport
S-3...-1
D-9...+1
E-5...-1
I-11..+1
E-10..+1
Caste - 5...Sport
Term 1: Unable to hack it in the Imperial Navy, our hero is instead drafted by a non-imperial but aligned Navy. He enrolls in the Flight assignments.
Special Assignment on board ship (+1 DM to 1 Benefit Roll)
--Assigned to Courier duty piloting a Scout Class vessel relaying dispatches and information back to Imperial forces as part of cooperation agreements.--
Promoted to Able Spacehand, and then Commissioned to Ensign.
Skills:
Computers 0
Gun Combat (Energy Pistol) 0 (His STR really calls for very light weapons with no significant recoil)
Gunner (Turrets) 0
Language 0
Mechanic 1
Melee (Blade) 1
Pilot (Spacecraft) 0
Vacc Suit 1
Zero-G 1
Rank : 01, Ensign
TERM 2
Pilot (Any)
Survived Term
EVENT : You have the opportunity to abuse your position for profi t. If you do so, gain an extra Benefi t roll from this term. Refuse, and you get a +2 DM to your next Advancement roll.
The Navy is the closest thing Malt has to family right now; abusing the position would be unthinkable (+2 Advancement DM). Based on the assignment in prior term, and the continued Pilot skill, I expect he had the opportunity to smuggle contraband in the courier ship, and turned it down, likely turning in the person who made the offer.
Advancement, Flight, EDU 5+, +2DM: 2d6 + 1 + 2 ⇒ (1, 4) + 1 + 2 = 8 Advance!
Rank 02 -> Sublieutenant, Gain Leadership 1
Advancement Skill, Flight: 1d6 ⇒ 2 Flyer (Any)

mdt |

NAME : Omaltdoy'tsart Yuftro
RACE Droyne (Sport)
BIRTHWORLD : Born and raised on the Uskurv, an asteroid ship outfitted with Jump Drives inhabited by a Droyne clan that travelled up and down the Spinward Main offering ship maintenance and repair services.
('Homeworld' traits as Hi-Tech, Asteroid, Vacuum)
Caste Sport
S-3...-1
D-9...+1
E-5...-1
I-11..+1
E-10..+1
Caste - 5...Sport
Term 1: Unable to hack it in the Imperial Navy, our hero is instead drafted by a non-imperial but aligned Navy. He enrolls in the Flight assignments.
Special Assignment on board ship (+1 DM to 1 Benefit Roll)
--Assigned to Courier duty piloting a Scout Class vessel relaying dispatches and information back to Imperial forces as part of cooperation agreements.--
Promoted to Able Spacehand, and then Commissioned to Ensign.
Term 2: <Enter background story here>
EVENT : You have the opportunity to abuse your position for profi t. If you do so, gain an extra Benefi t roll from this term. Refuse, and you get a +2 DM to your next Advancement roll.
The Navy is the closest thing Malt has to family right now; abusing the position would be unthinkable (+2 Advancement DM). Based on the assignment in prior term, and the continued Pilot skill, I expect he had the opportunity to smuggle contraband in the courier ship, and turned it down, likely turning in the person who made the offer.
Promoted to Sublieutenant
Skills:
Computers 0
Flyer 0
Gun Combat (Energy Pistol) 0 (His STR really calls for very light weapons with no significant recoil)
Gunner (Turrets) 0
Leadership 1
Language 0
Mechanic 1
Melee (Blade) 1
Pilot (Any) 0 Or increase Spacecraft to 1
Pilot (Spacecraft) 0
Vacc Suit 1
Zero-G 1
Rank : 02, Sublieutenant (Virtual Rank 3)

Ancient Dragon Master |

Do you roll for commission before or after you roll for advancement?
Taking +3 to one of the cash rolls (+2 from term 2, +1 from term 1)
the below is done as long as the answer to the above is no
Characteristics:
Str 9 (+1)
Dex 9 (+1)
End 6 (+0)
Int 12 (+2)
Edu 14 (+2)
Soc 14 (+2)
Name:
Race: Darrian
Homeworld: High technology (Computers), Fluid Seas (Seafaring),
Background skills: 5 (3 +2 Edu) – Seafarer, Computers, Drive, Comms, Medic
Start Age: 38, End Age: 42
Career qualification:
Specialisation:
Career Skill
Survival:
Event:
Advancement:
Rank:
Rank 0 Skills: Pilot (Any), Vacc Suit, Zero-G, Gunner (Any), Mechanic, Gun Combat (Any), Seafarer, Computers, Drive, Comms, Medic, Remote Operations,
Rank 1 Skills: Melee (Blade), Mechanic, Gun Combat (One of), Leadership, Gambler, Tactics (Naval),
Promotion Skill ( ): 1d6 ⇒ 6
Anagathics: 1d6 ⇒ 6*2500=
Current Cash: 105000 - 12500 = 92500
Notes:
TAS membership
Term 4: 3 (Gain gambling 1-DONE)
Term 5: 9 (GAIn an enemy, +2 DM to next advancement roll-MOSTLY IRRELEVANT)
Term 3: 4 (+1 DM to any one benefit roll)
Term 2: 7 (Life event: 10) (+2 DM to any benefit roll in the navy-USED)
Term 1: 4 (+1 DM to any one benefit roll-USED)

mdt |

@ADM
After advancement. You are never going to get a commission and then a bump in rank again on top of that.
Also, ADM, Darrians only have a penalty on their aging checks equal to 1/2 their terms, not equal to their terms, so not sure if you needed the anagathics, not that it makes much difference. Just making sure you know that.
Finally, you missed a post from me on your muster outs : Post

mdt |

TO EVERYONE
Please, I would prefer to roll the muster outs if you don't mind. If you do wish to roll your own, please roll all Cash rolls first, then other benefits second. I really don't like seeing cash, other, cash, other, other, cash because it makes me feel like someone is abusing preview and I don't like feeling like that.

Chobo |

Think you missed this post from last night. (See below)
mdt wrote:
Sorry, long day. Which table did you want to roll on?
No worries, with all these posts and rolls you're doing (Plus, we were alternating rolling which probably didn't help and you're keeping track of a lot of characters) Anyway, thanks for your help I really like the way she has turned out so far. Her mishap fits right into the ideas I have floating around in my head.
Anyway, service skills please. (For term 3 Special Arm)
Definitely going to take at least 1 term of drifter (Wander). Please roll for me to avoid confusion (Plus I'm going to bed and from what I can tell you don't need sleep). Service skills for drifter too, if you get that far.
** spoiler omitted **

![]() |

Now for a very special episode of Dev Vorn: Imperial Scout Service
When we had last check in with Dev, it looked like he had been attacked during an ambush and his ship destroyed. For this heinous action, the scout service had thrown him out...but all was not as it appeared...
Rolling and twisting in his bunk, the klaxons finally wake Dev from his nightmare. In this dream his ship was ambushed and, due to his incompetence, the vessel was destroyed. During the inquest he was found guilty of dereliction of duty and was thrown out of the scouts.
Jumping from his bunk and rushing to the bridge, his dream seemed to be happening all over again. This time, however he was able to evade the enemy vessel and save himself and his crew-mates. Instead of being removed from the Service, he was awarded with further Sensor training (Sensors +1).
Updated Term 4
Leaving Navy Career - 2 Benefit Roll
1. Benefit: 1d6 ⇒ 6 A ships boat (Pinnace), or 2 ship shares
2. Benefit: 1d6 ⇒ 1 Personal Vehicle (Drive +1 {Wheeled}) or ship's share
New Career: Scouts 5+ (+1 INT, -2 Third Career)
Roll: 2d6 - 1 ⇒ (6, 2) - 1 = 7 Success!!
Career: Explorer
Basic Training: Astrogation-0
Training Focus: Explorer
Roll: 1d6 ⇒ 6 +1 Recon
Survival: 6+ (+0 EDU)
Roll: 2d6 ⇒ (3, 5) = 8 Success
Event: 2d6 ⇒ (1, 2) = 3 Ambush!
Your ship is ambushed by enemy vessels. Either run, and roll Pilot 8+ to escape, or treat with them and roll Persuade 10+ to bargain with them. If you succeed, you survive and gain Electronics (sensors) 1. Either way, gain an Enemy.
Piloting: 2d6 + 1 + 1 ⇒ (2, 5) + 1 + 1 = 9
Congratulations, you survived the encounter and remain in the Scouts.
Enemy: Religious Leader
Aging: 4+ 2d6 ⇒ (4, 4) = 8 Success
Advancement: EDU 7+ 2d6 ⇒ (6, 4) = 10 Success
Rank 1 Scout (Vacc Suit-1)
Skill: Personal Development 1d6 ⇒ 4 +1 INT

Ancient Dragon Master |

@ADM
After advancement. You are never going to get a commission and then a bump in rank again on top of that.
Makes Sense
Also, ADM, Darrians only have a penalty on their aging checks equal to 1/2 their terms, not equal to their terms, so not sure if you needed the anagathics, not that it makes much difference. Just making sure you know that.
Completely forgot this. Once you start taking anagathics and then you stop do you keep your positive to rolls?
Finally, you missed a post from me on your muster outs : Post
Will go through and double check my terms but I think i got my stats right.

Evgeni Genadiev |
TO EVERYONE
Please, I would prefer to roll the muster outs if you don't mind. If you do wish to roll your own, please roll all Cash rolls first, then other benefits second. I really don't like seeing cash, other, cash, other, other, cash because it makes me feel like someone is abusing preview and I don't like feeling like that.
Oh!
That's something I rolled for myself, since I thought we get both.
In which case, GM, could you roll the ones for Hamden? It's four Muster Out rolls, and I'd imagine him taking one cash and three 'other'. Apparently I misread the book.

Ancient Dragon Master |

Characteristics:
Str 5 (-1), +1 in terms 1 and 2, +2 in term 3 (two +1’s)= 9 (+1)
Dex 9 (+1)
End 5 (-1), +1 in term 1= 6 (+0)
Int 9 (+1), +1 in term 4= 10 (+1)
Edu 12 (+2), +2 in muster out (2 +1’s)= 14 (+2)
Soc 9 (+1), +1 in term 5, +4 in muster out (two +2’s)= 14 (+2)
Name:
Race: Darrian
Homeworld: High technology (Computers), Fluid Seas (Seafaring),
Basic Training: Pilot (Any) 0, Vacc Suit 0, Zero-G 0, Gunner (Any) 0, Mechanic 0, Gun Combat (Any) 0
NCO Rank: 1 (Mechanic 1)
Officer Rank: 4 (Melee (Blade) 1, Leadership 1, Tactics (Naval) 1)
Specialist (Crew): Gun Combat (Any)
Officer Skills: Admin
Advanced Education: Remote Operations
Event: Gambling 1
Basic Training: Seafarer 0, Computers 0, Drive 0, Comms 0, Medic 0
Start Age: 38, End Age: 42
Career qualification:
Specialisation:
Career Skill:
Survival:
Event:
Advancement:
Rank:
Promotion Skill ( ): 1d6 ⇒ 2
Anagathics: 1d6 ⇒ 1*2500=
Current Cash: 105000 - 12500 = 92500
Notes:
TAS membership
Term 4: 3 (Gain gambling 1-DONE)
Term 5: 9 (GAIn an enemy, +2 DM to next advancement roll-MOSTLY IRRELEVANT)
Term 3: 4 (+1 DM to any one benefit roll)
Term 2: 7 (Life event: 10) (+2 DM to any benefit roll in the navy-USED)
Term 1: 4 (+1 DM to any one benefit roll-USED)

Ancient Dragon Master |

mdt wrote:TO EVERYONE
Please, I would prefer to roll the muster outs if you don't mind. If you do wish to roll your own, please roll all Cash rolls first, then other benefits second. I really don't like seeing cash, other, cash, other, other, cash because it makes me feel like someone is abusing preview and I don't like feeling like that.
Oh!
That's something I rolled for myself, since I thought we get both.
In which case, GM, could you roll the ones for Hamden? It's four Muster Out rolls, and I'd imagine him taking one cash and three 'other'. Apparently I misread the book.
I had the same problem. I just started reading the thread and copying what people who knew more did :)

![]() |

And now we will return to Dev Vorn, Space Explorer
Dev settles into his role as a Scout, and enjoys his travelling about the galaxy, but sometimes you should beware of getting what you wish for...
Career: Scouts (Explorer)
Training Focus: Explorer
Roll: 1d6 ⇒ 3 Engineer 1
Survival: 7+ (+0 END)
Roll: 2d6 ⇒ (1, 1) = 2 Fail
Dev failed his Survival roll...so I guess you roll the mishap? Thanks
And feel free to re-roll all my Mustering out benefits if you want too

Ramarren |

NAME : Omaltdoy'tsart Yuftro
RACE Droyne (Sport)
BIRTHWORLD : Born and raised on the Uskurv, an asteroid ship outfitted with Jump Drives inhabited by a Droyne clan that travelled up and down the Spinward Main offering ship maintenance and repair services.
('Homeworld' traits as Hi-Tech, Asteroid, Vacuum)Caste Sport
S-3...-1
D-9...+1
E-5...-1
I-11..+1
E-10..+1Term 1: Unable to hack it in the Imperial Navy, our hero is instead drafted by a non-imperial but aligned Navy. He enrolls in the Flight assignments.
Special Assignment on board ship (+1 DM to 1 Benefit Roll)
--Assigned to Courier duty as a backup pilot for a Scout Class vessel relaying dispatches and information back to Imperial forces as part of cooperation agreements.--Promoted to Able Spacehand, and then Commissioned to Ensign.
Term 2: Continuing as a courier, Malt, moves from backup to primary pilot. He is approached to made credits on the side by carrying contraband, but refuses, duly reporting the incident and earning a promotion. (EVENT : You have the opportunity to abuse your position for profit. If you do so, gain an extra Benefit roll from this term. Refuse, and you get a +2 DM to your next Advancement roll.)
Promoted to Sublieutenant
Skills:
Computers 0
Flyer 0
Gun Combat (Energy Pistol) 0
Gunner (Turrets) 0
Leadership 1
Language 0
Mechanic 1
Melee (Blade) 1
Pilot (Spacecraft) 1
Vacc Suit 1
Zero-G 1Rank : 02, Sublieutenant (Virtual Rank 3)
Ready for a 3rd Term :)

Kobolum |

Term 2
Career Qualification: Marines 2d6 + 1 ⇒ (2, 5) + 1 = 8
Career: Marines
Specialisation: Star Marines
Siklls training Personal Development: 1d6 ⇒ 3 +1 End.
Survival: 2d6 + 1 ⇒ (3, 5) + 1 = 9
Event: 2d6 ⇒ (5, 2) = 7 Life Event.
Life Event: 2d6 ⇒ (5, 6) = 11 Crime Lose one Benefit roll
Advancement: 2d6 + 1 ⇒ (6, 6) + 1 = 13 1 (Lance Corporal) -> 2 (Corporal) If you roll a natural 12, then you must continue in this career.
Advancement siklls training service skills: 1d6 ⇒ 5 Gun Combat (any)
Ranks and Benefits: None
NAME : Keeth Blackstone
Age: 26
RACE : Human
BIRTHWORLD : Agricultural
PROPOSED CHARACTER TYPE : He's someone aiming for a military style career.
ALLEGIANCE : Imperium Citizen
STR:9 (+1)
DEX:9 (+1)
END:11 (+1)
INT:7
EDU:7
SOC:5 (-1)
Skills: Animals 0, Athletics () 0, Battle Dress, Comms 0, Gun Combat (Slug Rifle) 2, Heavy Weapons () 0, Leadership 1, Medic 0, Melee (Blade) 1, Stealth 0, Tactics () 0, Zero-G 1.

Kobolum |

Term 3
Career Qualification: 2d6 + 1 ⇒ (4, 3) + 1 = 8
Career: Marines
Specialisation: Star Marinesd
Siklls training star marine: 1d6 ⇒ 2 Battle Dress
Survival: 2d6 + 1 ⇒ (4, 1) + 1 = 6
Event: 2d6 ⇒ (4, 5) = 9 A mission goes disastrously wrong due to your commander’s error or incompetence, but you survive. Say nothing
and protect him, gain him as an Ally.
Advancement: 2d6 + 1 ⇒ (4, 3) + 1 = 8 2 (Corporal) -> 3 (Lance Sergeant)
Advancement siklls training service skills: 1d6 ⇒ 4 Heavy Weapons (any)
Ranks and Benefits: Leadership 1
Done alright GM roll for muster out benefits, three cash and one benefit. Lost one to crime event earlier.
NAME : Keeth Blackstone
Age: 30
RACE : Human
BIRTHWORLD : Agricultural
PROPOSED CHARACTER TYPE : He's someone aiming for a military style career.
ALLEGIANCE : Imperium Citizen
STR:9 (+1)
DEX:9 (+1)
END:11 (+1)
INT:7
EDU:7
SOC:5 (-1)
Skills: Animals 0, Athletics () 0, Battle Dress 1, Comms 0, Gun Combat (Slug Rifle) 2, Heavy Weapons (Launchers) 1, Leadership 2, Medic 0, Melee (Blade) 1, Stealth 0, Tactics () 0, Zero-G 1.

Tundran |

Ok, I think I'm ready to get started with the career phase. I understand about large being a problem, that's ok with me. And I will go with my second set of rolls just to give myself a negative modifier. That always makes for more misadventures. :D
NAME: "Tulip" a nickname I expect her to pick up somewhere along the way as a mercenary, subject to change depending what happens with her career
RACE: female K'Kree
HOMEWORLD: renegade K'Kree outpost in no man's land between the Two Thousand Worlds and the Hive Federation Poor, Low Technology
ALLEGIANCE: To her own small herd, not a citizen of any major power
PROPOSED CONCEPT: Tulip hails from a remote, rugged planet abandoned by the K'Kree at the conclusion of the Hiver war. Her herd had been ordered to establish a colony there and then were never alerted to the withdrawal due to oversight. The castoffs grew bitter towards their brethren and claimed independence, not that anyone off the planet really cared.
When Tulip reached adulthood, she of course matriculated into the herd's military, excited to explore the galaxy and defend her people.
STR: 12 (+2)
DEX: 9 (+1)
END: 12 (+2)
INT: 9 (+1)
EDU: 5 (-1)
BACKGROUND SKILLS:
Animals 0
Survival 0
------
Anything else I need to get started? I will need you to roll the career path stuff for me as I still need to pick up the full book plus I don't fully get it yet anyway. :D
What do you think would be appropriate for her backstory? I saw you mention Militia in another post and thought it sounded appropriate, but now I see that's Darrian only. Marines possibly as a generic substitute?

Spazmodeus |

Alright , let's get this career stuff started :)
So, I've got:
Str : 3
Dex : 9
End : 6
Int : 9
Edu : 6
Soc : 10
Imperial
HomeWorld: Rich, High Tech
3 background skills : Carouse 0 , Drive 0, Computer 0
Career:Nobility
Auto qualify with Soc of 10
Basic Training: Admin 1, Advocate 1, Comms 1, Diplomat 1, Investigate 1 and Persuade 1
Specialization :Dilettante
Skills and Training, Personal Development: 1d6 ⇒ 2 Edu +1
Survival, Soc 3+: 2d6 + 1 ⇒ (3, 2) + 1 = 6 Success!
Event: 2d6 ⇒ (3, 3) = 6
You become deeply involved in politics on your world of residence, becoming a player in the political intrigues of
government. Gain one level in Advocate, Admin, Diplomacy or Persuade, but also gain a Rival. Take Persuade...now at 2.
Advancement, Int 8+: 2d6 + 1 ⇒ (4, 3) + 1 = 8 Success !
Rank increases from 0 to 1
Skills and Training, Personal Development: 1d6 ⇒ 5 Melee (blade)
Term 1 over, +4 years = 22 years of age
So our douche-bag noble was have fun, going to university on his families dime, somehow he actually learnt something.
In his 3rd year, he got involved with the student leadership, running for student council. Caught the eye of some politico who wanted a strong voice in the student body. Earned the ire of a senior on the student council, who opposed the view he was espousing. That senior went onto local politics, ever a thorn in our hero's good-times.
Now that school was over....
Still Nobility, Dilettante
Skills and Training, Personal Development: 1d6 ⇒ 6 +1 Soc, now 11
Survival, Soc 3+: 2d6 + 1 ⇒ (1, 1) + 1 = 3 Success, just...this guy doesn't try very hard :)
Event: 2d6 ⇒ (6, 3) = 9
Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s
wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. Gain a +2 DM to your next
Advancement check. Jealous Relative, wheeeee!
Advancement, Int 10+: 2d6 + 1 ⇒ (4, 4) + 1 = 9 Almost...sabotaged by that jealous relative!!!!
Term 2 over.
22 + 4 years = 26
So , after school our douche-bag lived it up on the family's dime, making some good connections amongst the upper crust. however, this attracted the unwelome attention of a jealous realtive, whose whisperings prevented his accumulating any more influence.
Still Nobility, Dilettante
Skills and Training, Personal Development: 1d6 ⇒ 5 Melee(blade) now 1
Survival, Soc 3+: 2d6 + 1 ⇒ (2, 6) + 1 = 9 Success !
Event: 2d6 ⇒ (1, 1) = 2
Disaster! Roll on the mishap table, but you are not ejected from this career.
Mishap!: 1d6 ⇒ 5
An assassin attempts to end your life. Roll Endurance 8+. If you fail, roll on the Injury table.
Endurance, 8+: 2d6 ⇒ (5, 2) = 7 Almost...ouch!
Injury: 1d6 ⇒ 4
Scarred. You are scarred and injured. Reduce any one
physical characteristic by 2. Reduce Endurance by 2..now 4
Advancement, Int 8+: 2d6 + 1 ⇒ (4, 6) + 1 = 11 Success !
Rank goes from 1 to 2 , still a Wastrel
Skills and Training, Dilettante : 1d6 ⇒ 4 Streetwise 1
Term 3 over.
26 + 4 years = 30
Getting older...and a little wiser, the douche-bag faces death...from within his own family. The money is nice, but his life is better. He decides to strike off on his own...taking some of his family's money of course.
That's it for now. So he got to Rank 1 Dilettante before almost falling to an assassin from within his own family!
Mdt, Please roll 4 Benefit rolls (3 cash , 1 other ) for me. And advise if I messed anything up!

mdt |

Please go ahead and roll mine...Based on what I'm seeing, I have a feeling that I did not do it correctly anyway. one cash roll please
edit: even though the ally whose a cultural attaché was kinda perfect LOL
Yours are fine as stand, as you only had two, and you would have wanted to roll one each. So keep them as is.

mdt |

Think you missed this post from last night. (See below)
Chobo wrote:mdt wrote:
Sorry, long day. Which table did you want to roll on?
No worries, with all these posts and rolls you're doing (Plus, we were alternating rolling which probably didn't help and you're keeping track of a lot of characters) Anyway, thanks for your help I really like the way she has turned out so far. Her mishap fits right into the ideas I have floating around in my head.
Anyway, service skills please. (For term 3 Special Arm)
Definitely going to take at least 1 term of drifter (Wander). Please roll for me to avoid confusion (Plus I'm going to bed and from what I can tell you don't need sleep). Service skills for drifter too, if you get that far.
** spoiler omitted **
NOTE: Special arm payed half your medical bills to prevent the loss of dex, you will lose 5,000 off your muster out. You have 2 terms in Special Arm that you get benefit rolls from, so you'll need Muster Outs for Special Arm. How many do you want as Cash, and how many as Other? You cannot have more than 3 total Cash rolls for your entire career. I need to do the muster outs first because if you get stat adjusts those affect your future career rolls.
Service Skills, Special Arm: 1d6 ⇒ 4 Melee (Any)

mdt |

mdt wrote:@ADM
After advancement. You are never going to get a commission and then a bump in rank again on top of that.
Makes Sense
mdt wrote:Also, ADM, Darrians only have a penalty on their aging checks equal to 1/2 their terms, not equal to their terms, so not sure if you needed the anagathics, not that it makes much difference. Just making sure you know that.
Completely forgot this. Once you start taking anagathics and then you stop do you keep your positive to rolls?
mdt wrote:Will go through and double check my terms but I think i got my stats right.
Finally, you missed a post from me on your muster outs : Post
Not your stats ADM, your muster out rolls. Look up thread where I re-rolled them.
Yes, once you stop taking them bad things happen :
If a character stops taking anagathics, then he must roll immediately on the aging table to simulate the shock that comes from his system
beginning to age again.Anagathics have two drawbacks. Firstly, the risk of trying to obtain a reliable supply and the disruption to the character’s biochemistry means the character must make a second Survival check if he passes his first Survival check in a term. If either check is failed, the character suffers a mishap and is ejected from the career.
Secondly, the drugs cost 1d6 x 2,500 Credits for each term that the character uses the drugs. These costs are paid out of the character’s eventual mustering-out cash benefi ts. If the character cannot pay
these bills, he goes into debt – see Medical Debt on the following
page.
I haven't checked, but have you been rolling double survivals? If not, it might be best to go back and check the aging rolls without the anagathic benefits but with the Darrian benefits, and see if you had any aging issues. That requires the least retconning if you didn't do double survival checks.

mdt |

Definitely interested! I was checking the thread while I was travelling, I just couldn't post. I am a massive sci-fi fan, and getting the chance to play a system twice my age (sorry!) is something I'd rather not miss!
I'll take a look at the PDF, and come up with an idea for a character in a moment.
** spoiler omitted **
My initial concept is of someone from an asteroid belt, who's grown up there for most of their early life.
** spoiler omitted **...
@LC - Please try not to switch alias's when you post, confused the heck out of me trying to find Evgeni's posts. :)
Cash: 1d6 ⇒ 3 5000
Other: 1d6 ⇒ 4 Weapon
Other: 1d6 ⇒ 6 Armour or +1 End
Other: 1d6 ⇒ 1 Armour
Note, you get a muster out from Citizen as well, with a +1 DM from your event. Do you want Cash or Other?

mdt |

And now we will return to Dev Vorn, Space Explorer
** spoiler omitted **
Dev failed his Survival roll...so I guess you roll the mishap? Thanks
And feel free to re-roll all my Mustering out benefits if you want too
Yep, I'll roll it in a sec. First, with regards to your muster outs, you rolled 2 other with no cash, so it doesn't matter, you can keep the two others you already rolled. However, you did miss that you're rank 1, so you gained 1 additional benefit roll you haven't done so far, I'll roll it for you if you tell me which table to roll on.
Dev 4 Mishap: 1d6 ⇒ 5
You have no idea what happened to you – they found your ship drifting on the fringes of friendly space.
The scouts decline to keep someone around who may have been compromised, and you are ejected from the scouts.
You have 2 muster out rolls from the scouts, one for 1 successful term, and 1 for rank of 1.

mdt |

NAME : Omaltdoy'tsart Yuftro
RACE Droyne (Sport)
BIRTHWORLD : Born and raised on the Uskurv, an asteroid ship outfitted with Jump Drives inhabited by a Droyne clan that travelled up and down the Spinward Main offering ship maintenance and repair services.
('Homeworld' traits as Hi-Tech, Asteroid, Vacuum)
Caste Sport
S-3...-1
D-9...+1
E-5...-1
I-11..+1
E-10..+1
Term 1: Unable to hack it in the Imperial Navy, our hero is instead drafted by a non-imperial but aligned Navy. He enrolls in the Flight assignments.
Special Assignment on board ship (+1 DM to 1 Benefit Roll)
--Assigned to Courier duty as a backup pilot for a Scout Class vessel relaying dispatches and information back to Imperial forces as part of cooperation agreements.--
Promoted to Able Spacehand, and then Commissioned to Ensign.
Term 2: Continuing as a courier, Malt, moves from backup to primary pilot. He is approached to made credits on the side by carrying contraband, but refuses, duly reporting the incident and earning a promotion. (EVENT : You have the opportunity to abuse your position for profit. If you do so, gain an extra Benefit roll from this term. Refuse, and you get a +2 DM to your next Advancement roll.)
Promoted to Sublieutenant
Skills:
Computers 0
Flyer 0
Gun Combat (Energy Pistol) 0
Gunner (Turrets) 0
Leadership 1
Language 0
Mechanic 1
Melee (Blade) 1
Pilot (Spacecraft) 1
Vacc Suit 1
Zero-G 1
Rank : 02, Sublieutenant (Virtual Rank 3)
Skill Check, Service Skills: 1d6 ⇒ 2 Vacc Suit
Survival, Dex 7+: 2d6 + 1 ⇒ (5, 2) + 1 = 8 Success
Event: 2d6 ⇒ (1, 2) = 3
You join a gambling circle on board. Gain Gambler 1 or Deception 1. If you wish, throw Gambler 8+. If you succeed, gain an extra Benefit roll from this career; if you fail, you lose one Benefit roll from this career. You choose whether to roll, and if so, I roll
Advancement, 5+ EDU: 2d6 + 1 ⇒ (2, 4) + 1 = 7 SUCCESS
Rank 3, Lieutenant (Virtual Rank 4)
Success Skill, Flight: 1d6 ⇒ 4 Pilot (Small Craft)
Computers 0
Flyer 0
Gun Combat (Energy Pistol) 0
Gunner (Turrets) 0
Leadership 1
Language 0
Mechanic 1
Melee (Blade) 1
Pilot (Spacecraft) 1
Pilot (Small Craft) 0
Vacc Suit 2
Zero-G 1
Note : If you do attempt to switch to High Guard, you'll have to muster out first. You'll lose accumulated rank (IE: You'd start as an Ensign in the High Guard, they would bring you in as an officer at least). Another rank and you'll get +1 DM on muster out rolls with the Navy.

Ancient Dragon Master |

I haven't checked, but have you been rolling double survivals? If not, it might be best to go back and check the aging rolls without the anagathic benefits but with the Darrian benefits, and see if you had any aging issues. That requires the least retconning if you didn't do double survival checks.
Well, crud. What terms do I have to roll for?
Promoted to Able Spacehand, and then Commissioned to Ensign.
Do you keep your rank when you switch over? (I didn't do this.)

mdt |

Term 3
Career Qualification: 2d6 + 1
Career: Marines
Specialisation: Star Marinesd
Siklls training star marine: 1d6 Battle Dress
Survival: 2d6 + 1
Event: 2d6 A mission goes disastrously wrong due to your commander’s error or incompetence, but you survive. Say nothing
and protect him, gain him as an Ally.Advancement: 2d6 + 1 2 (Corporal) -> 3 (Lance Sergeant)
Advancement siklls training service skills: 1d6 Heavy Weapons (any)
Ranks and Benefits: Leadership 1
Done alright GM roll for muster out benefits, three cash and one benefit. Lost one to crime event earlier.
** spoiler omitted **
Cash 1: 1d6 ⇒ 4 5000
Cash 2: 1d6 ⇒ 1 2000Cash 3: 1d6 ⇒ 6 30000
37,000 credits
Other: 1d6 ⇒ 6 Armour or +1 End

mdt |

mdt wrote:I haven't checked, but have you been rolling double survivals? If not, it might be best to go back and check the aging rolls without the anagathic benefits but with the Darrian benefits, and see if you had any aging issues. That requires the least retconning if you didn't do double survival checks.Well, crud. What terms do I have to roll for?
mdt wrote:Promoted to Able Spacehand, and then Commissioned to Ensign.Do you keep your rank when you switch over? (I didn't do this.)
You don't have to re-roll, just check the rolls you had, and remove the anagathic bonus, but apply the Darrian bonus, and see if there were any aging penalties. If there were, we'll have to address them and potentially reroll a term or something.
As to rank, no, but your enlisted and officer rank are added together at the end to determine how many bonus benefit rolls you get, and whether or not you get a bonus to your muster out DM's (IE: If you had Rank 2 and Rank O3, then that's rank 5 for extra checks and DM bonuses).

mdt |

NAME: "Tulip" a nickname I expect her to pick up somewhere along the way as a mercenary, subject to change depending what happens with her career
RACE: female K'Kree
HOMEWORLD: renegade K'Kree outpost in no man's land between the Two Thousand Worlds and the Hive Federation Poor, Low Technology
ALLEGIANCE: To her own small herd, not a citizen of any major power
PROPOSED CONCEPT: Tulip hails from a remote, rugged planet abandoned by the K'Kree at the conclusion of the Hiver war. Her herd had been ordered to establish a colony there and then were never alerted to the withdrawal due to oversight. The castoffs grew bitter towards their brethren and claimed independence, not that anyone off the planet really cared.
When Tulip reached adulthood, she of course matriculated into the herd's military, excited to explore the galaxy and defend her people.
STR: 12 (+2)
DEX: 9 (+1)
END: 12 (+2)
INT: 9 (+1)
EDU: 5 (-1)
BACKGROUND SKILLS:
Animals 0
Survival 0
------
Anything else I need to get started? I will need you to roll the career path stuff for me as I still need to pick up the full book plus I don't fully get it yet anyway. :D
What do you think would be appropriate for her backstory? I saw you mention Militia in another post and thought it sounded appropriate, but now I see that's Darrian only. Marines possibly as a generic substitute?
Female K'Kree can't be military, or anything else. They are forced to stay home and raise kids. So, I would suggest that a Female K'Kree who didn't want to do this would probably start out as either a Barbarian (leaving the herd, and striking out on her own and fighting her way out of her people's clutches) a Wanderer (someone who jumped on a passing ship and worked off her passage doing grunt work, focused more on doing odd jobs), or a Drifter (same as previous, but more of a focus on survival and scrounging).

mdt |

Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s
wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. Gain a +2 DM to your next
Advancement check. Jealous Relative, wheeeee!Advancement, Int 10+: 2d6 + 1 ⇒ (4, 4) + 1 = 9 Almost...sabotaged by that jealous relative!!!!
Actually, you went up in level. A +2 DM is to your roll, a Die Mod, not a +2 to your target. So you rolled an 11 looking for an 8. You need another skill roll for this term for advancing. You rank went up by 1.
Scarred. You are scarred and injured. Reduce any one physical characteristic by 2. Reduce Endurance by 2..now 4
Rank Modified Injury Payment Check Table: 2d6 + 2 ⇒ (5, 3) + 2 = 10
Medical Bills to prevent the -2 to Endurance is 10,000 credits. (5,000 x points). Your family pays 75% of the cost, or 7,500 credits. Your character will lose 2,500 credits off their eventual muster out rolls.
I'll wait to roll your benefits because the changes above may/will affect them.

![]() |

The Lion Cleric wrote:Definitely interested! I was checking the thread while I was travelling, I just couldn't post. I am a massive sci-fi fan, and getting the chance to play a system twice my age (sorry!) is something I'd rather not miss!
I'll take a look at the PDF, and come up with an idea for a character in a moment.
** spoiler omitted **
My initial concept is of someone from an asteroid belt, who's grown up there for most of their early life.
** spoiler omitted **...
@LC - Please try not to switch alias's when you post, confused the heck out of me trying to find Evgeni's posts. :)
[dice=Cash]1d6 5000
[dice=Other]1d6 Weapon
[dice=Other]1d6 Armour or +1 End
[dice=Other]1d6 ArmourNote, you get a muster out from Citizen as well, with a +1 DM from your event. Do you want Cash or Other?
I've been on Paizo for three years, give or take, and never posted with my default alias. ^^ High quality sleuthing, though.
I think I'll take the Other Benefits, as Citizens don't seem to get paid as much as the others. Surprisingly.
I realise this puts me at 1250 credits for gear I *might* pick up, but I'll improvise. I'll re-work the stats.
Regarding weapons and armour rolled for benefits - Getting Subdermal Armour might feel a bit metagame-y (considering the whole crashing thing), but I did have him planned with a neural comm and that +1 End seems quite good. Would it feel acceptable for me to grab Subdermal for the armour and a Gauss Rifle as the Weapon? I think I'll change the skills to Slug Rifle 2 and Energy Rifle 1, when I think about it. I'll be picking up End +1 to end up at 11 for the second one.
Since that means he lacks a TAS membership, that might mean he's on Working Passage - possibly in Hydroponics.

mdt |

I've been on Paizo for three years, give or take, and never posted with my default alias. ^^ High quality sleuthing, though.I think I'll take the Other Benefits, as Citizens don't seem to get paid as much as the others. Surprisingly.
I realise this puts me at 1250 credits for gear I *might* pick up, but I'll improvise. I'll re-work the stats.
Regarding weapons and armour rolled for benefits - Getting Subdermal Armour might feel a bit metagame-y (considering the whole crashing thing), but I did have him planned with a neural comm and that +1 End seems quite good. Would it feel acceptable for me to grab Subdermal for the armour and a Gauss Rifle as the Weapon? I think I'll change the skills to Slug Rifle 2 and Energy Rifle 1, when I think about it. I'll be picking up End +1 to end up at 11 for the second one.
Since that means he lacks a TAS membership, that might mean he's on Working Passage - possibly in Hydroponics.
Subdermal armour has penalties to it (makes it harder to do medical on you) so I'm not going to object to people taking it. It's on the list of options. If somoene's willing to put up with a penalty to medical checks going forward for a small bonus up front, who am I to complain (if that's what they're doing, not saying they are, just saying if it was metagaming, it's poor metagaming).
Civilian, Other: 1d6 + 1 ⇒ (4) + 1 = 5 +1 EDU
And yes, I could see that given his lack of money after working so long, he might be taking odd jobs on ships to make ends meet, including serving on luxury ships.
Also, you can't really rework your stats at this point, as they were what you had during your career.

![]() |

Ok, I will take the one muster out roll on cash for the one I missed
Term 5.5 What Happened??
While in the depth of space...something happened, but Dev cannot remember what....
Dev settles into his role as a Scout, and enjoys his travelling about the galaxy, but sometimes you should beware of getting what you wish for...
Career: Scouts (Explorer)
Training Focus: Explorer
Roll: 1d6 ⇒ 3 Engineer 1
Survival: 7+ (+0 END)
Roll: 2d6 ⇒ (1, 1) = 2 Fail
Dev 4 Mishap: 1d6 ⇒ 5
You have no idea what happened to you – they found your ship drifting on the fringes of friendly space.
The scouts decline to keep someone around who may have been compromised, and you are ejected from the scouts.
For my 2 muster out rolls, I will take them on benefits please.

Ramarren |

NAME : Omaltdoy'tsart Yuftro
RACE Droyne (Sport)
BIRTHWORLD : Born and raised on the Uskurv, an asteroid ship outfitted with Jump Drives inhabited by a Droyne clan that travelled up and down the Spinward Main offering ship maintenance and repair services.
('Homeworld' traits as Hi-Tech, Asteroid, Vacuum)Caste Sport
S-3...-1
D-9...+1
E-5...-1
I-11..+1
E-10..+1Term 1: Unable to hack it in the Imperial Navy, our hero is instead drafted by a non-imperial but aligned Navy. He enrolls in the Flight assignments.
Special Assignment on board ship (+1 DM to 1 Benefit Roll)
--Assigned to Courier duty as a backup pilot for a Scout Class vessel relaying dispatches and information back to Imperial forces as part of cooperation agreements.--Promoted to Able Spacehand, and then Commissioned to Ensign.
Term 2: Continuing as a courier, Malt, moves from backup to primary pilot. He is approached to made credits on the side by carrying contraband, but refuses, duly reporting the incident and earning a promotion. (EVENT : You have the opportunity to abuse your position for profit. If you do so, gain an extra Benefit roll from this term. Refuse, and you get a +2 DM to your next Advancement roll.)
Promoted to Sublieutenant
Rank : 02, Sublieutenant (Virtual Rank 3)
Term 3: Malt realizes he 's not likely to be leaving his current service (i.e. not changing careers) and begins thinking about life after the Navy. He joins a gambling circle, looking to build up his reserves for later on.
He doesn't ignore his primary career, however, and takes a stint as a fighter pilot, his low mass giving just a bit of an acceleration advantage. He also begins to study more specialized armors, thinking that he may need exoskeletal support as he ages.
Continuing his rapid rise through the ranks, he is promoted to full Lieutenant.
Taking Gambler 1, and will try for the extra benefit roll (Total DM +2 if I am reading this correctly). *If* Malt succeeds on the Gambler roll, he will begin looking for anagathics as of next term.
The Intro book doesn't note any armor requiring more than Vacc Suit 1. If civilian exoskeletons exist, that's the sort of thing I'd be looking for (kind of like Battle Dress, but without the military applications, i.e. no heavy armor or attachment points for Plasma and Fusion Weapons)
Skills:
Computers 0
Flyer 0 (Grav)
Gun Combat (Energy Pistol) 0
Gambler 1
Gunner (Turrets) 0
Leadership 1
Language 0
Mechanic 1
Melee (Blade) 1
Pilot (Spacecraft) 1
Pilot (Small Craft) 0
Vacc Suit 2
Zero-G 1
Rank 3, Lieutenant (Virtual Rank 4)
...ready for Term 4 once the Gambler roll is sorted.