| Ancient Dragon Master |
NAME : If you have a picture, make a URL link out of the name
RACE : Darrian
GENDER : Male
BIRTHWORLD : High Technology, Fluid Seas
Rank/Caste/Title : Rank: Scholar, Rank: 5 (Navy), Title: Duke
Pension: 10,000
Bank Account: 25% of my cash
Cash: 185,000
STATS
STR 09 (+1)
DEX 09 (+1)
END 06 (+0)
INT 10 (+1)
EDU 14 (+2)
SOC 15 (+3)
SKILLS
Admin 0
Comms 0
Computers 2
Drive 0
Gambling 1
Gunner (any) 0
Gun Combat (any) 0
Gun Combat (any) 0
Leadership 1
Mechanic 1
Medic 0
Melee (blade) 1
Pilot (any) 0
Recon 0
Remote Operations 0
Science (any) 0
Seafarer 0
Tactics (Naval) 1
Vacc Suit 0
Zero-G 0
TANGIBLE BENEFITS
PAST MISTAKES
Things that negatively affect you going forward, need for anagathics, enemies, rivals, etc
Equipment:
Gel Suit (TL 10) Protection 6 Mass (Kg) 3 Cost: Free (Career benefit) Extra: Skin Tight, Eye protection
Term History Put term history in a spoiler
Background Spoiler, Should include events from Term History, plus other things you want in your background
Personality Spoiler, paragraph describing the character's outlook on life, personality, etc.
Connections Connections you might have to other players or other player's allies/contacts/etc. Only do if picked, and after being picked, no more than two connections.
| Kobolum |
Alright here's the fluff of Keeth Blackstone. If you need anything more let me know.
Keeth was born into a family of farmers who had made harvesting from the land their family tradition. His father was a farmer, his grandfather was a farmer, his grandfather's father was a farmer, going so far back he doesn't even know how long they've been farming. But while farming was in his blood and he was good at it he always found a love for the stars more than the dirt. He would look up at the night sky and dream of traveling in space, of seen other worlds and other creatures and living a life of adventure.
When Keeth went to apply for the Marines his family laughed. when Keeth turned to say his goodbyes they cried, but he left despite their pleas for him to stay. The stars were his dream and he had finally found the way to reach them, and he wasn't going let tears stop him from achieving that dream.
Twelve years have done a great deal to change Keeth Blackstone from the starry-eyed young adults to the starry-eyed man. His family no longer contacts him, being told that he had committed a crime they probably never realizing that the crime he was accused of was false. He feels the strength of years and years of hours and hours of training and of a regimented lifestyle, but he feels the years raring on him as well. He has decided to leave the Marines and strike out on his own. And so if a modest sum of credits and strong ambition in his heart he he makes his way towards an unknown future with excitement.
| Scandalous |
NAME : entertainer name: Scandalous; given name:Uderbedmonstebr
RACE :Zhodani
GENDER :Female
BIRTHWORLD :Zhodane
Rank/Caste/Title : Baroness
Pension : n/a
Bank Account :10,000 cr
STATS
STR 04 (-1)
DEX 09 (+1)
END 07 (+0)
INT 09 (+1)
EDU 09 (+1)
SOC 12 (+2)
PSI 13 (+2)
SKILLS
Animals 0
Art (Instrument) 0
Athletics (Co-ordination) 0
Carouse 0
Computers 0
Comms 0
Language 0
Leadership 0
Melee (Unarmed) 0
Persuade 0
Science (Psychology) 0
Stealth 0
Talent (Telekinesis) 0
TANGIBLE BENEFITS
Ally: Cultural Attaché
PAST MISTAKES
N/A
Environmental Pet: 2000 cr
Personal Drone: 2000 cr
Bracelet Shield: 350 cr
Cloth (TL 10): 500 cr
Option: Smart Fabric 1000 cr
Comm(TL 10)Computer/1: 500 cr
Comm Dot: 10 cr
Software:
Security 1: 200 cr
Translator 1: 500 cr
Intelligent Interface: 100 cr
Agent 1 (Remote Operations): 2000 cr
1st Career : Performer Assignment
Basic Training :
Art (Instrument) 0 Voice is an instrument, on reading
Athletics (Choose Co-ordination or Endurance)
Carouse
Leadership
Melee (Any)
Stealth
1st Career Random, Psi Skills: 1d6 ⇒ 5 Talent (Any)
Survival, Int 5+: 2d6 + 1 ⇒ (2, 6) + 1 = 9 Survived!
Event: 2d6 ⇒ (6, 5) = 11
The character had the opportunity to criticize or even bring down a questionable council leader on their world of residence. But instead, supported the leader, and gained assistance with their career. +2 Advancement
Advancement, Dex 7+: 2d6 + 1 + 1 + 2 ⇒ (5, 6) + 1 + 1 + 2 = 15 Advanced Rank to 1!
Note, +1 from Nobility (10+ Soc)
Promotion : Well-Known, +1 Dex
Promotion Skill Bonus, Psionics Table: 1d6 ⇒ 4 Science (Psychology)
Career 1 Complete, age 22 :
Career 2 : Zhodani Entertainer
Qualification, Int 5+: 2d6 + 1 ⇒ (4, 2) + 1 = 7 Qualified
Training Roll, Psioncis: 1d6 ⇒ 1 +1 Psi
Survival, Int 5+: 2d6 + 1 ⇒ (3, 2) + 1 = 6 Squeaked through
Event: 2d6 ⇒ (4, 4) = 8 The character receives advanced training in a specialist field. Roll Edu 8+ to gain one level in any skill already
possessed.
Event Check, EDU 8+: 2d6 + 1 ⇒ (3, 1) + 1 = 5 Failure! Missed opportunity!
Advancement, Dex 7+: 2d6 + 1 + 1 ⇒ (3, 6) + 1 + 1 = 11 Advanced! Rank 2
Advancement Skill Check, Psionics: 1d6 ⇒ 3 Persuade
Career 2 Complete, age 26 :
General Breetag; Imperium Cultural Liaison to Zhodane
Author Breetag is seen sitting in a leather chair with a fireplace alive with flicking light.
Her father was a senior member of the Zhodani Supreme council. I had struck a friendly relationship with him. He had invited me to a party at his mansion. That's when I first met her, she had just turned sixteen. She was breathtaking, but It was something inside her that lit up the room.
We spent many days together, as she had adopted me to be her teacher for the many Imperium questions she asked. She was more alive than the other Zhodani that I had met. A few years later, she posts the holovids...and it took off like wildfire. Her father, not wanting her mind altered, asked me to help her get away.
I was all in, no matter the cost. She left with many seeing her as a pariah, and others seeing her as a hero. I brought her to the capitol and got her citizenship with noble title. So she could get the waiver for her psi powers.
Not without a price.
The Imperium pushed out her music throughout the empire. They were trying to establish some common ground on which to build a lasting peace.
Narrator:
Was the pressure too much? Is this what drove her to the ill-fated ISS Verdant Dawn?
She chose the name Scandalous. A name under which she would publish songs of broken people. Life was monochrome emotional vista wherever she looked. She could feel the edges of those dark passions and tortured thoughts. She knew the music would impart a deep understanding of the cultural prison to which they belong. As with the music's popularity so too was the scandal.
She has spent the last three years as an Imperial Baroness. Trying to unlearn her racism, and explore her emotions.
Connections Connections you might have to other players or other player's allies/contacts/etc. Only do if picked, and after being picked, no more than two connections.
For best effect play this while reading.
The holovid flickers to life. Blackness fades to a palace with you sitting in a throne. A beautiful woman, with perfectly tanned long arms and long shapely legs, walks towards you. Her hips sway to the beat of the music. Her supple breasts bounce slightly catching shadow and light.
I would die for you
I would die for you
I've been dying just to feel you by my side
She evaporates.
To know that you're mine
Only to reappear singing into your left ear.
I will cry for you
I will cry for you
I will wash away your pain with all my tears
She gracefully switches to your right ear.
And drown your fear
She steps in front of you, her burning green eyes stare into yours.
I will pray for you
I will pray for you
I will sell my soul for something pure and true
Someone like you
You see deep emotional pain in her exquisite face.
See your face every place that I walk in
Hear your voice every time I am talking
You will believe in me
And I will never be ignored
She morphs into a shadowy beast, whose dangerous maw grows threatening to swallow you whole, only to evaporate. leaving you in darkness.
I will burn for you
Feel pain for you
I will twist the knife and bleed my aching heart
Her expressively emotional face filled with pain and pleasure enters in and out of the darkness as she sings.
And tear it apart
I will lie for you
Beg and steal for you
I will crawl on hands and knees until you see
She steps out of the darkness to be face to face with you
You're just like me
She moves to a stance of authority with anger in her eyes.
Violate all The love that I'm missing
Throw away all the pain that I'm living
You will believe in me
And I can never be ignored
She slowly and seductively crawls towards your throne with her suffering eyes locked on yours
I would die for you
I would kill for you
I will steal for you
I'd do time for you
I would wait for you
I'd make room for you
I'd sail ships for you
To be close to you
To be a part of you
'Cause I believe in you
I believe in you
I would die for you.
Please review finished character
| mdt |
@trawets71
Name: William Windsor
Race: Imperial Human
BIRTHWORLD: capital planet of the imperium (High Tech, High Population, Rich)
Proposed Character Type: Noble scholar with PhDs in Botany, Zoology, Etymology and Medicine
ALLEGIANCE: Titled Imperial Citizen
STR 03 (-1)
END 03 (-1)
DEX 07 (+0)
INT 10 (+1)
EDU 10 (+1)
SOC 10 (+1)
SKILLS (Background for now)
Carouse 0
Computers 0
Streetwise 0
Choose 1 from : Admin 0, Advocate 0, Art 0, Carouse 0, Comms 0, Computer 0, Drive 0, Engineer 0, Language 0, Medic 0, Physical Science 0, Life Science 0, Social Science 0, Space Science 0, Trade 0.
Ok, let's see if we can get you in...
Qualify, Adventurer(Archaeologist), END 6+: 2d6 - 1 ⇒ (4, 5) - 1 = 8 Miracle! You got in!
Basic Training (Gain all these skills) :
Animals (Any) Farming, Riding, Training, Veterinary
Drive (Any) Hovercraft, Mole, Tracked, Walker, Wheeled
Flyer (Any) Airship, Grav, Rotor, Wing
Recon
Science (Any) *See below
Survival
For Science, choose a Type of Science, then a specialty :
Physical Sciences
Physics: The study of the fundamental forces.
Chemistry: The study of matter at the atomic, molecular, and macromolecular levels
Electronics: The study of circuits and computers.
Life Sciences
Biology: The study of living organisms.
Cybernetics: The study of blending living and synthetic life.
Genetics: The study of genetic codes and engineering.
Psionicology: The study of psionic powers and phenomena.
Social Sciences
Archeology: The study of ancient civilisations. It also covers techniques of investigation and excavations.
Economics: The study of trade and markets.
History: The study of the past, as seen through documents and records as opposed to physical artefacts.
Linguistics: The study of languages.
Philosophy: The study of beliefs and religions.
Psychology: The study of thought and society.
Sophontology: The study of intelligent living creatures.
Space Sciences
Planetology: The study of planet formation and evolution.
Robotics: The study of robot construction and use.
Xenology: The study of alien life forms.
Survival, EDU 5+: 2d6 + 1 ⇒ (4, 5) + 1 = 10 SURVIVE
Event: 1d6 + 1d6 ⇒ (5) + (5) = 10
Your last expedition was a complete flop. Considered an amateur dabbler, others look down upon you. Lose one Social Standing.
Advancement, Int 7+: 2d6 + 1 ⇒ (6, 3) + 1 = 10 Advanced!
Prospector, Gain Persuade Skill
Advancement Skill, Personal Dev: 1d6 ⇒ 1 +1 Dex
Term 1 End Status :
Name: William Windsor
Race: Imperial Human
BIRTHWORLD: capital planet of the imperium (High Tech, High Population, Rich)
Proposed Character Type: Noble scholar with PhDs in Botany, Zoology, Etymology and Medicine
ALLEGIANCE: Titled Imperial Citizen
STR 03 (-1)
END 03 (-1)
DEX 08 (+0)
INT 10 (+1)
EDU 10 (+1)
SOC 09 (+1)
SKILLS (Background for now)
Animals (Any) 0
Carouse 0
Computers 0
Drive (Any) 0
Flyer (Any) 0
Persuade 0
Recon 0
Science (Any) 0
Streetwise 0
Survival 0
Choose 1 from : Admin 0, Advocate 0, Art 0, Carouse 0, Comms 0, Computer 0, Drive 0, Engineer 0, Language 0, Medic 0, Physical Science 0, Life Science 0, Social Science 0, Space Science 0, Trade 0.
Muster Out Checks
Terms : 1
Rank : 1
Do you want to continue as an Archaeologist? I went with that over Hunter because the survival checks for Hunter were Endurance based, which you have issues with currently. A few more personal developments and ranks and you'll get that up where it's not a penalty.
| mdt |
mdt wrote:Spazmodeus wrote:OK, the story continues.
After leaving his family behind, our hero didn't quite know what to do. Contacting his mentor from school, he soon found himself in a bleak corporate boardroom...for the interview...** spoiler omitted **
** spoiler omitted **
So, his lackluster career as an Agent is over.
Need two Contact rolls, and two Benefit rolls ( both other ) please :)Also...age rolls
Two things,
1) You forgot the -1DM to qualify for Agent for having a previous career. But you still got in.
2) Aging check for 5th term is -5, not -2, same result, but others might be reading and not realize it was a typo.
Gah! Well at least my mistakes didn't change anything.
Don't forget my two contact rolls and two other benefit rolls.thanks
Contact: 1d3 ⇒ 1
Contact: 1d3 ⇒ 2Contact 1: 1d6 + 1d6 ⇒ (3) + (2) = 5 Cultural Attache
Contact 2: 1d6 + 1d6 ⇒ (3) + (3) = 6 Religious Leader
Contact 3: 1d6 + 1d6 ⇒ (3) + (5) = 8 Rich Noble
Muster Other: 1d6 ⇒ 6 +1 Soc Or Gain Combat Implant
Muster Other: 1d6 ⇒ 3 Ship SHare (Rerolling)
Muster Other: 1d6 ⇒ 5 Combat Implant
Available Implants :
Computer Integration (TL12) (Nueral Data Jack to talk to puters)
Eidetic Memory Chip (TL12) (Perfect Recall)
Neural Comm (TL10/TL12) (Audio Only/Audio&Video, Computer/0)
Subdermal Armour (TL10/TL11) (Armour 1/Armour 3)
Pysical Characteristic Augment (TL11/TL12) (+1 Stat/+2 Stat)
Intelligence Augment (TL12) (+1 Int)
Skill Augment (TL12) (+1DM to single skill)
Wafer Jack (TL 12) (Head Puter running expert programs)
Hearing Enhancement (TL10/TL11) (Normal Hearing/Ultra and sub sonic)
General Info Chip (TL 9) (Grants user HUD at all times)
Peripheral Vision (TL 10) (+1 DM Recon, +1 Initiative)
Low-Light Vision (TL 10) (No penalties in dim light)
Anti-Flash (TL 9/TL 10) (Not blinded by bright light/Unaffected by stunners)
Sunscreen (TL 9) (Basic Sunglasses at all times)
Mirror Shades (TL 9) (Same as sunscreen, but also offers effect of goggles under water)
Cyber Eye (TL 9) (Basic sight replacement, allows up to 3 additional sight mods (must use cash or benefit to get additional))
Vehicle Integration (TL10) (+INt to vehicle rolls, see through vehicle cameras, override security)
Using one implant benefit gets you the lowest TL, using a second upgrades it to the next higher level (IE: Both benefits would get you the +2 physical stat mod).
| mdt |
Alright here's the fluff of Keeth Blackstone. If you need anything more let me know.
Keeth was born into a family of farmers who had made harvesting from the land their family tradition. His father was a farmer, his grandfather was a farmer, his grandfather's father was a farmer, going so far back he doesn't even know how long they've been farming. But while farming was in his blood and he was good at it he always found a love for the stars more than the dirt. He would look up at the night sky and dream of traveling in space, of seen other worlds and other creatures and living a life of adventure.
When Keeth went to apply for the Marines his family laughed. when Keeth turned to say his goodbyes they cried, but he left despite their pleas for him to stay. The stars were his dream and he had finally found the way to reach them, and he wasn't going let tears stop him from achieving that dream.
Twelve years have done a great deal to change Keeth Blackstone from the starry-eyed young adults to the starry-eyed man. His family no longer contacts him, being told that he had committed a crime they probably never realizing that the crime he was accused of was false. He feels the strength of years and years of hours and hours of training and of a regimented lifestyle, but he feels the years raring on him as well. He has decided to leave the Marines and strike out on his own. And so if a modest sum of credits and strong ambition in his heart he he makes his way towards an unknown future with excitement.
Background is fine. Put all your stats/background into the format I posted earlier in the thread please, thanks.
| mdt |
NAME : If you have a picture, make a URL link out of the name
RACE : Darrian
GENDER : Male
BIRTHWORLD : High Technology, Fluid Seas
Rank/Caste/Title : Rank: Scholar, Rank: 5 (Navy), Title: Duke
Pension: 10,000
Bank Account: 25% of my cash
Cash: 185,000
STATS
STR 09 (+1)
DEX 09 (+1)
END 06 (+0)
INT 10 (+1)
EDU 14 (+2)
SOC 15 (+3)
SKILLS
Admin 0
Comms 0
Computers 2
Drive 0
Gambling 1
Gunner (any) 0
Gun Combat (any) 0
Gun Combat (any) 0
Leadership 1
Mechanic 1
Medic 0
Melee (blade) 1
Pilot (any) 0
Recon 0
Remote Operations 0
Science (any) 0
Seafarer 0
Tactics (Naval) 1
Vacc Suit 0
Zero-G 0
GM Assumes you meant Socialite instead of Socialist. :)
Service Skills: 1d6 ⇒ 3 Computer
Survival, Soc 7+: 2d6 + 3 ⇒ (1, 1) + 3 = 5 FAILURE
Mishap: 2d6 ⇒ (6, 4) = 10
A friend betrays a very sensitive secret you entrusted to them. If you have a Contact or Ally, that person is the one responsible and becomes a Rival or Enemy. If you do not have one, you were knifed out of jealousy and gain an Enemy instead.
No muster benefits for this term, due to failure to survive the cut throat society belles.
Aging: 2d6 - 4 ⇒ (5, 5) - 4 = 6 No Aging Effects.
| mdt |
mdt wrote:Ancient Dragon Master wrote:What is the strongest armor in the game?Artillery Battle Dress, Protection 20, cost 4MCr*, Requires Battle Dress 2, Mass 14 kgs, TL 14
*MCr = MegaCredits (1,000,000 credits)
Strongest Armor below 1,000,000 credits?
How many types of Armor can you stack?
Combat Armour (TL 14) Protection 16, Vacc Suit 0, 600,000 credits, 6 kg.
Are you looking for armour for your character or just curious? There's about 30 armors that are over 100,000 credits.
| Ancient Dragon Master |
The funny thing is I would never trust a ally with a secret.
Price Range: 0-55,000. Eh. Not your fault, things happen, dice suck.
NAME : If you have a picture, make a URL link out of the name
RACE : Darrian
GENDER : Male
BIRTHWORLD : High Technology, Fluid Seas
Rank/Caste/Title : Rank: 1 (Darrian Scholar), Rank: 5 (Imperial Navy), Rank: 1 (Nobility), Rank: 1 (Special Arm) Title: Duke
Pension: 10,000
Bank Account: 56,250
Cash: 225,000
STATS
STR 09 (+1)
DEX 09 (+1)
END 06 (+0)
INT 10 (+1)
EDU 14 (+2)
SOC 15 (+3)
SKILLS
Admin 0
Comms 0
Computers 3
Drive 0
Gambling 1
Gunner (any) 0
Gun Combat (any) 0
Gun Combat (any) 0
Leadership 1
Mechanic 1
Medic 0
Melee (blade) 1
Pilot (any) 0
Recon 0
Remote Operations 0
Science (any) 0
Seafarer 0
Tactics (Naval) 1
Vacc Suit 0
Zero-G 0
TANGIBLE BENEFITS
PAST MISTAKES
Things that negatively affect you going forward, need for anagathics, enemies, rivals, etc
Equipment: Gel suit.
Term History Put term history in a spoiler
Background Spoiler, Should include events from Term History, plus other things you want in your background
Personality Spoiler, paragraph describing the character's outlook on life, personality, etc.
Connections Connections you might have to other players or other player's allies/contacts/etc. Only do if picked, and after being picked, no more than two connections.
| mdt |
Tailored Vacc Suit (TL 14) Protection 8, Vacc Suit 0 required, 13,000 credits, 4 kg
Ceramic Ally Carapace (Starship Troopers armor) (TL12) Protection 10 (16 vs lasers, flamethrowers, and other heat weapons), Cost 12000, mass 4 kg
Ballistic Helmet (TL 7) Protection 5 (Head only) 75 credits, 2 kg
Ceramic Alloy Helmet (TL 12) Protection 4 (10 vs lasers/flame/heat), 125 credits, 4 kg
Smart Fabric (can be added to any armour) auto cleans itself and sloughs off dirt, dust, mud and blood unless suspended manually. +1000 credits
| mdt |
Can I buy the ceramic Ally Carapace, or is it just Starship Troopers?
With that, Reflec Armor and the Gel Suit I should get 32 Vs. Lasers (16 normal). Enough protection to not get hurt by laser rifles (5d6 maxes at 30)
Typo, Ceramic Alloy, my fault.
Starship troopers as in the movie. Starship Troopers, in carapace armor, also called clamshell armor (cause it closes like a clam over your torso)
Yes, you can buy Gel, Reflec, and Carapace, but you can't stack more than 2 armours at a time to get benefits. You can wear all 3 if you have the strength to walk around in it all, but you only get the two that give the most benefit.
That's a house rule, but it keeps people from walking around looking like a Pillsbury Doughboy.
| mdt |
EncumbranceTraveller characters sometimes have to carry everything they need to survive. A character can carry a number of kilograms equal to their Strength + Endurance scores before they have to worry about their load. They are lightly encumbered if they carry up to twice this value and heavily encumbered if they carry up to three times their Strength + Endurance.
A character can lift more with an Athletics (strength) check – add the Effect to his effective Strength to work out his new maximum lift – but cannot do more than stagger around with his new load at 1.5 metres per round. He may lift it for a number of rounds equal to the Effect of an Athletics (endurance) check.
Lightly encumbered characters suffer a –1 DM to all actions that require free physical movement and become fatigued after a number of minutes equal to their Endurance score (plus the Effect of an Athletics (endurance) check if the character wishes to push himself).
Heavily encumbered characters suffer a –3 DM to all actions that require free physical movement and become fatigued after a number of rounds equal to their Endurance score (plus the Effect of an Athletics (endurance) check if the character wishes to push himself).
If a character makes an Athletics check to push his ability to bear a load in any way, he immediately becomes fatigued when the duration expires.
FatigueA character can become fatigued in several ways:
• After staying awake for a number of hours greater than his Endurance + 18.
• After performing heavy labour for a number of hours greater than his Endurance.
• After making a number of melee attacks greater than his Endurance in a single combat.
• Many other ways as mentioned in the text.A fatigued character suffers a –2 DM to all checks until he rests. The amount of rest needed varies but is usually 3 – the character’s Endurance DM hours (characters with an Endurance DM of +3 can recover from fatigue in just 2d6 minutes). If a character suffers fatigue while already fatigued they fall unconscious.
So, your character can carry 15 kg without issue all day. You can carry 16 to 30 kgs for 15 minutes before you become fatigued, and up to 45kgs for 15 rounds (9 minutes) before you become fatigued. So I'd try to keep your equipment carried to 15 kg or less.
| Ancient Dragon Master |
Does the Carapace provide Air?
NAME : If you have a picture, make a URL link out of the name
RACE : Darrian
GENDER : Male
BIRTHWORLD : High Technology, Fluid Seas
Rank/Caste/Title : Rank: 1 (Darrian Scholar), Rank: 5 (Imperial Navy), Rank: 1 (Nobility), Rank: 1 (Special Arm) Title: Duke
Pension: 10,000
Bank Account: 56,250
Cash: 225,000
STATS
STR 09 (+1)
DEX 09 (+1)
END 06 (+0)
INT 10 (+1)
EDU 14 (+2)
SOC 15 (+3)
SKILLS
Admin 0
Comms 0
Computers 3
Drive 0
Gambling 1
Gunner (any) 0
Gun Combat (any) 0
Gun Combat (any) 0
Leadership 1
Mechanic 1
Medic 0
Melee (blade) 1
Pilot (any) 0
Recon 0
Remote Operations 0
Science (any) 0
Seafarer 0
Tactics (Naval) 1
Vacc Suit 0
Zero-G 0
TANGIBLE BENEFITS
PAST MISTAKES
Things that negatively affect you going forward, need for anagathics, enemies, rivals, etc
Equipment: Gel suit (4Kg). Ceramic Alloy Carapace (12,000
Term History Put term history in a spoiler
Background Spoiler, Should include events from Term History, plus other things you want in your background
Personality Spoiler, paragraph describing the character's outlook on life, personality, etc.
Connections Connections you might have to other players or other player's allies/contacts/etc. Only do if picked, and after being picked, no more than two connections.
| mdt |
I've always liked the Accelerator Rifle if I think I'm going to be doing a lot of space combat. It's basically a gyrojet rifle, fires small missles the size of a bullet. No recoil, designed for zero-G work.
Accelerator Rifle, TL 9, Range (Rifle), Damage 3d6, Semi-Automatic, No recoil, 2 kg, 15 shots in the mag, 900 credits, 2credits per round.
The other solid option is a Gauss Rifle. Electromagnetic rifle that pushes metal out with magnetic fields. Some recoil, but not much. And it's capable of burst fire.
Gauss Rifle, TL 12, Ranged (Rifle), Damage 4d6, burst fire (4 rounds), Recoil 0, Mass 4 kg, 80 shots in the mag, 1500 credits, 0.5 credits per round.
If you prefer a sniper rifle,the best one is the Accelerated Sniper RIfle, complete with sound suppression and scope.
Accel Sniper RIfle (TL 10), Range Rifle, Slug Rifle Skill, 5d6 SAP (Semi-Armour Piercing), Magazine 4, Semi-Automatic, Recoil 2, Cost 1200 credits, mass 6kg, ammo 4 credits per round.
SAP ignores armour equal to half the dice rolled for damage.
DSAP (APDS in modern terminology) ignores twice the number of dice of damage of armour. So, for example, the sniper rifle above, firing normal rounds, ignores 2 Armour. DSAP in the same gun ignores 10 points of armour. DSAP rounds would cost 40 credits per round for DSAP (x10 cost)
| mdt |
Does the Carapace provide Air?
** spoiler omitted **
No, This is carapace armour It's just a fancy advanced breast plate. No life support, no nothing.
If you want something that will keep you alive in a vaccuum, you want a vacc suit.
| Tundran |
REPOSTING:
NAME: Tulip
RACE: female K'Kree
HOMEWORLD: One of the Two Thousand Worlds, near Imperial Space Poor, Low Technology
ALLEGIANCE: To her self.
STR: 14 (+3)
DEX: 11 (+1)
END: 12 (+2)
INT: 9 (+1)
EDU: 5 (-1)
Barbarian Rank : 1 -
Commando Rank : 3 - Serjeant
SKILLS:
Animals (Training) 0
Animals (Veterinary) 0
Athletics (Endurance) 0
Athletics (Strength) 1
Explosives 1
Flyer (Grav) 0
Gun Combat (Energy Rifle) 2
Gun Combat (Shotgun) 1
Gun Combat (Slug Pistol) 1
Gun Combat (Slug Rifle) 1
Heavy Weapons (Flamethrowers) 1
Heavy Weapons (Man Portable Artillery) 0
Melee (Blade) 1
Melee (Unarmed Combat) 0
Navigate 1
Recon 1
Stealth 0
Survival 1
Tactics (Military) 1
Vacc Suit 1
Zero-G 1
Career Bonuses:
5,000 cr
Term 1 : Barbarian (Warrior)
Survived in the wilderness.
Term 2 : Mercenary (Commando, Raider)
Your unit is particularly efficient, getting additional training in between numerous short tickets.
Term 3 : Mercenary (Striker, Rifleman)
You are forced to emergency pilot the evacuation transport when the real pilot is incapacitated.
Term 4 : Mercenary (Striker, Rifleman)
One of your assignments requires special training for its success, which the employer is willing to pay for.
Term 5 : Mercenary (Commando, Spec Ops)
You are pushed to the limit of your skills and successfully kill enough of the enemy to break their morale.
Current Age: 38
*******
Tulip will take her last term with the mercenaries in Security / Site Defense. Getting too old for the field work- time for a nice desk job.
Also after that I guess I will need Muster Out rolls.
WhtKnt
|
Okay, building a character...
Gandr (000347-9) [As, Na, Va]
Glitch grew up on Gandr, but learned a lot from talking to other belters and being around them. That, plus her time spent in school, grants her the following skill set.
Computer 0
Engineer 0
Physical Science 0
Space Science 0
Vacc Suit 0
She tries to join the Imperial Navy when she comes of age (18).
Qualify: 2d6 + 1 ⇒ (3, 3) + 1 = 7 (Needs a 6+) Success!
She passes the entrance exams and physical and is assigned as an engineer/gunnery specialist.
Pilot 0
Zero-G 0
Gunner 0
Mechanic 0
Gun Combat 0
During her first term, she spends much of her time as a mechanic's mate, learning the ins and outs of keeping things in good repair. The work is hard but comes easily to her. It is during this term that her vessel, the Nova Flare, serves in a diplomatic capacity. Glitch is pressed into service as an attache and by keeping her eyes and ears open, learns a little something about diplomacy. Her service is so exemplary that she earns a commission to Sublieutenant (rank 2). As an officer, she not only receives training in leadership and blade combat but is also give the opportunity to further her education. She spends a lot of time with the ship's weapons officer, learning how to target and lead targets with the turret gun.
Specialization: 1d6 ⇒ 2 Mechanic
Survival: 2d6 + 1 ⇒ (3, 4) + 1 = 8 (Needs a 6+) Success!
Event: 2d6 ⇒ (3, 5) = 8 Gain Diplomacy 1
Commision: 2d6 - 1 ⇒ (5, 5) - 1 = 9 (Needs an 8+) Success!
Advancement: 2d6 + 2 ⇒ (4, 1) + 2 = 7 (Needs a 6+) Success!
Specialization: 1d6 ⇒ 5 Gunner
Diplomacy 1
Gunner
Leadership 1
Mechanic
Melee (blade) 1
22 years of age
In her second term, she spends time aboard the Twilight Ghost, a cruiser, where she is assigned to command a gunnery battalion. During a particularly heated encounter, she takes over the gun turret from a wounded crewman, saving the ship from certain doom! She is granted an immediate battlefield promotion to Lieutenant for her heroism! This grants her some extra free time, which she spends in quiet study.
Specialization: 1d6 ⇒ 5 Gunner
Survival: 2d6 + 1 ⇒ (3, 3) + 1 = 7 (Needs a 6+) Success!
Event: 2d6 ⇒ (6, 6) = 12 Automatic promotion
No Advancement roll necessary
Personal Development: 1d6 ⇒ 4 +1 Int
+1 Int
Gunner
26 years of age
WhtKnt
|
Glitch's third term is spent as a computer technician on board a small patrol vessel, the Silver Star. While on board, she becomes involved with a small gambling circle of officers and improves her skill with cards and dice. Through skill and some luck, she manages to amass a small winning. For excellent service, she is promoted to Commander and receives tactical training. Extra training pays off and her manual dexterity increases as well.
Specialization: 1d6 ⇒ 6 Computer
Survival: 2d6 + 1 ⇒ (2, 5) + 1 = 8 (Needs a 6+) Success!
Event: 2d6 ⇒ (2, 1) = 3 Gambler 1
Gambling: 2d6 + 1 ⇒ (4, 3) + 1 = 8 (Needs an 8+) Success! (Extra benefit roll)
Advancement: 2d6 + 2 ⇒ (1, 5) + 2 = 8 (Needs a 6+) Success!
Personal Development: 1d6 ⇒ 2 +1 Dex
+1 Dex
Computer
Gambler 1
Tactics (naval) 1
30 years of age
For her fourth term, she remains aboard the Silver Star on border patrol, as the first officer. Much of her time is spent in engineering, but the vessel runs afoul of pirates and is forced to limp home. In order to conserve rations and air, Glitch is placed in the frozen watch but is revived improperly, compromising some of her Dexterity. She decides to leave the Navy before something worse happens to her.
Specialization: 1d6 ⇒ 1 Engineer
Survival: 2d6 + 1 ⇒ (1, 2) + 1 = 4 Needs a 6+ Failed
Mishap: 1d6 ⇒ 2 Cryonics, lose 1 Dex
-1 Dex
Engineer
32 years of age
MUSTERING OUT
Cash: 1d6 ⇒ 6 50,000 Cr
Cash: 1d6 ⇒ 6 50,000 Cr
Benefit: 1d6 ⇒ 5 TAS Membership
Benefit: 1d6 ⇒ 3 +1 Edu
Benefit: 1d6 ⇒ 1 Air/Raft
Benefit: 1d6 ⇒ 5 TAS Membership
MEDICAL BILLS
2d6 + 4 ⇒ (4, 5) + 4 = 13 100%
Owing to their responsibility, the Navy pays for her rehabilitation to recover her loss of Dexterity. She leaves the service at 32 years of age.
| Jenni "Glitch" Everson |
FINAL CHARACTER SUBMISSION
Name: Jenni "Glitch" Everson
RACE: Imperial Human
HOMEWORLD: Gandr/Lunion (Spinward Marches 2425) As, Na, Va
ALLEGIANCE: Imperium
AGE: 32 years
RANK: 4 - Naval Commander
STR: 4 (-1)
DEX: A (+1)
END: 8 (+0)
INT: A (+1)
EDU: D (+2)
SOC: 4 (-1)
SKILLS:
Computer 1
Diplomacy 1
Engineer (electronics) 1
Gamble 1
Gun Combat 0
Gunner (turret) 2
Leadership 1
Mechanic 1
Melee (blade) 1
Pilot 0
Physical Science 0
Space Science 0
Tactics (naval) 1
Vacc Suit 0
Zero-G 0
Career Bonuses:
Air/Raft
TAS Membership (x2)
+1 EDU
100,000 Cr
BACKGROUND: Imperial Academy Admissions Interview 5293-7635-8814-G
"Oh, just start talking? Okay. Name's Glitch. That is, Jenni Everson, but everyone calls me Glitch. So, I'm from Gandr. Never heard of it? I'm not surprised. We aren't exactly on the regular trade route. You know that little out-of-the-way place that lies just one mis-jump coreward of nowhere? Yeah, That's Gandr. Not even a proper world, just a collection of rocks floating in vacuum.
"Dad was a belter. Me and Mom? We were just along for the ride. We were constantly on the jump, going wherever the money was. We finally settled in on Gandr and were making a decent living... until the ore ran dry. Now, it's little more than a forgotten boom system. Dad, always one to believe that his next big strike was right around the corner, made a few unwise investments and the next thing you know, we're living hand-to-mouth.
"So when your recruiter broke down in system and had to put into port for emergency repairs, he fished around a little, and I bit. He made it sound so attractive. Of course, it's not like I needed much of a push. I was screaming for a way off-world. I couldn't sign the datapad fast enough.
"My nickname? It's a joke among my friends. I'm pretty handy with mechanics and electronics. That's my dream job; working onboard an Imperial Cruiser as an engineer. Yeah, I know that everybody wants to be a pilot, but someone has to keep 'em flying, right?"
SERVICE RECORD:
She passes the entrance exams and physical and is assigned as an engineer/gunnery specialist.
During her first term, she spends much of her time as a mechanic's mate, learning the ins and outs of keeping things in good repair. The work is hard but comes easily to her. It is during this term that her vessel, the Nova Flare, serves in a diplomatic capacity. Glitch is pressed into service as an attache and by keeping her eyes and ears open, learns a little something about diplomacy. Her service is so exemplary that she earns a commission to Sublieutenant. As an officer, she not only receives training in leadership and blade combat but is also give the opportunity to further her education. She spends a lot of time with the ship's weapons officer, learning how to target and lead targets with the turret gun.
In her second term, she spends time aboard the Twilight Ghost, a cruiser, where she is assigned to command a gunnery battalion. During a particularly heated encounter, she takes over the gun turret from a wounded crewman, saving the ship from certain doom! She is granted an immediate battlefield promotion to Lieutenant for her heroism! This grants her some extra free time, which she spends in quiet study.
Glitch's third term is spent as a computer technician on board a small patrol vessel, the Silver Star. While on board, she becomes involved with a small gambling circle of officers and improves her skill with cards and dice. Through skill and some luck, she manages to amass a small winning. For excellent service, she is promoted to Commander and receives tactical training. Extra training pays off and her manual dexterity increases as well.
For her fourth term, she remains aboard the Silver Star on border patrol, as the first officer. Much of her time is spent in engineering, but the vessel runs afoul of pirates and is forced to limp home. In order to conserve rations and air, Glitch is placed in the frozen watch but is revived improperly, compromising some of her Dexterity. She decides to leave the Navy before something worse happens to her.
| trawets71 |
@trawets71
Name: William Windsor
Race: Imperial Human
BIRTHWORLD: capital planet of the imperium (High Tech, High Population, Rich)
Proposed Character Type: Noble scholar with PhDs in Botany, Zoology, Etymology and Medicine
ALLEGIANCE: Titled Imperial CitizenSTR 03 (-1)
END 03 (-1)
DEX 07 (+0)
INT 10 (+1)
EDU 10 (+1)
SOC 10 (+1)SKILLS (Background for now)
Carouse 0
Computers 0
Streetwise 0Choose 1 from : Admin 0, Advocate 0, Art 0, Carouse 0, Comms 0, Computer 0, Drive 0, Engineer 0, Language 0, Medic 0, Physical Science 0, Life Science 0, Social Science 0, Space Science 0, Trade 0.
Medic 0
Ok, let's see if we can get you in...Qualify, Adventurer(Archaeologist), END 6+: 2d6 - 1 ⇒ (4, 5) - 1 = 8 Miracle! You got in!
Basic Training (Gain all these skills) :
Animals (Any) Farming, Riding, Training, Veterinary
Drive (Any) Hovercraft, Mole, Tracked, Walker, Wheeled
Flyer (Any) Airship, Grav, Rotor, Wing
Recon
Science (Any) *See below
SurvivalFor Science, choose a Type of Science, then a specialty :
Life Sciences
Biology: The study of living organisms.
Cybernetics: The study of blending living and synthetic life.
Genetics: The study of genetic codes and engineering.
Psionicology: The study of psionic powers and phenomena.
I thought with skills you didn't pick a specialty until you hit rank 1. If that is not the case I'm choosing:
Animals: VeterinaryDrive: Hovercraft
Flyer: Grav
Life science: Biology
Survival, EDU 5+: 2d6 + 1 ⇒ (4, 5) + 1 = 10 SURVIVEEvent: 1d6 + 1d6 ⇒ (5) + (5) = 10
Your last expedition was a complete flop. Considered an amateur dabbler, others look down upon you. Lose one Social Standing.
Advancement, Int 7+: 2d6 + 1 ⇒ (6, 3) + 1 = 10 Advanced!
Prospector, Gain Persuade Skill
Advancement Skill, Personal Dev: 1d6 ⇒ 1 +1 Dex
Term 1 End Status :
Name: William Windsor
Race: Imperial Human
BIRTHWORLD: capital planet of the imperium (High Tech, High Population, Rich)
Proposed Character Type: Noble scholar with PhDs in Botany, Zoology, Etymology and Medicine
ALLEGIANCE: Titled Imperial CitizenSTR 03 (-1)
END 03 (-1)
DEX 08 (+0)
INT 10 (+1)
EDU 10 (+1)
SOC 09 (+1)
SKILLS (Background for now)
Animals (Any) 0Carouse 0
Computers 0
Drive (Any) 0
Flyer (Any) 0
Medic 0
Persuade 0
Recon 0
Science (Any) 0
Streetwise 0
Survival 0
Muster Out Checks
Terms : 1
Rank : 1Do you want to continue as an Archaeologist? I went with that over Hunter because the survival checks for Hunter were Endurance based, which you have issues with currently. A few more personal developments and ranks and you'll get that up where it's not a penalty.
I would like to continue as an Archaeologist. When reading careers I was thinking Scholar/Field Researcher but I like where this is going so far.
| mdt |
<Term 1 Stuff>
As I said up thread, always roll Advancement, then Commission. So, reversing the rolls but using the same dice, you advanced, but failed the commission check.
What career are you rolling on? I can't match up either your basic training nor your events to any career in High Guard.
| mdt |
@Trawets
Technically you don't have to pick a speciality for a 0 skill, but I prefer to have people pick one anyway, call it a house rule. Let's me know what their preferred area is. At 0, it won't have any mechanical benefit at 0, but it lets me know what they're preferred area is.
Name: William Windsor
Race: Imperial Human
BIRTHWORLD: capital planet of the imperium (High Tech, High Population, Rich)
Proposed Character Type: Noble scholar with PhDs in Botany, Zoology, Etymology and Medicine
ALLEGIANCE: Titled Imperial Citizen
STATS
STR 03 (-1)
END 03 (-1)
DEX 08 (+0)
INT 10 (+1)
EDU 10 (+1)
SOC 09 (+1)
SKILLS
Animals (Veterinary) 0
Carouse 0
Computers 0
Drive (Hovercraft) 0
Flyer (Grav) 0
Medic 0
Persuade 0
Recon 0
Life Science (Biology) 0
Streetwise 0
Survival 0
Term 1 : Archaelogist
Your last expedition was a complete flop. Considered an amateur dabbler, others look down upon you. Lose one Social Standing. However, there was enough acknowledgement of your deeds that you made some advancement in your career.
Rank : 1 Prospector
Term 2 :
Archaelogist Skill Gain: 1d6 ⇒ 4 Mechanic
Survival, EDU 5+: 2d6 + 1 ⇒ (6, 1) + 1 = 8 SURVIVE
Event: 1d6 + 1d6 ⇒ (3) + (4) = 7 LIFE EVENT
Life Event: 2d6 ⇒ (6, 1) = 7
New Contact: The character gains a new Contact.
Contact: 1d6 + 1d6 ⇒ (1) + (1) = 2 Naval Officer
Advancement, Int 7+: 2d6 + 1 ⇒ (1, 4) + 1 = 6 NO Advancement
Term 2 Status
Age : 26
STATS
STR 03 (-1)
END 03 (-1)
DEX 08 (+0)
INT 10 (+1)
EDU 10 (+1)
SOC 09 (+1)
SKILLS
Animals (Veterinary) 0
Carouse 0
Computers 0
Drive (Hovercraft) 0
Flyer (Grav) 0
Mechanic 0
Medic 0
Persuade 0
Recon 0
Life Science (Biology) 0
Streetwise 0
Survival 0
Term 1 : Archaelogist
Your last expedition was a complete flop. Considered an amateur dabbler, others look down upon you. Lose one Social Standing. However, there was enough acknowledgement of your deeds that you made some advancement in your career.
Term 2 :
You continued to toil away at your career, and made a new contact who is a naval officer. Unfortunately, your toil went unrecognized amongst your peers.
Rank : 1 Prospector
Continue or switch careers?
WhtKnt
|
WhtKnt wrote:<Term 1 Stuff>As I said up thread, always roll Advancement, then Commission. So, reversing the rolls but using the same dice, you advanced, but failed the commission check.
What career are you rolling on? I can't match up either your basic training nor your events to any career in High Guard.
I went strictly by the core rules; should I have used High Guard? If so, I will rebuild if you wish or I can rework using the rolls I have already made. Missed the part about advancement then commission, sorry.
| mdt |
NAME: Tulip
RACE: female K'Kree
HOMEWORLD: One of the Two Thousand Worlds, near Imperial Space Poor, Low Technology
ALLEGIANCE: To her self.
STR: 14 (+3)
DEX: 11 (+1)
END: 12 (+2)
INT: 9 (+1)
EDU: 5 (-1)
Barbarian Rank : 1 -
Commando Rank : 3 - Serjeant
SKILLS:
Animals (Training) 0
Animals (Veterinary) 0
Athletics (Endurance) 0
Athletics (Strength) 1
Explosives 1
Flyer (Grav) 0
Gun Combat (Energy Rifle) 2
Gun Combat (Shotgun) 1
Gun Combat (Slug Pistol) 1
Gun Combat (Slug Rifle) 1
Heavy Weapons (Flamethrowers) 1
Heavy Weapons (Man Portable Artillery) 0
Melee (Blade) 1
Melee (Unarmed Combat) 0
Navigate 1
Recon 1
Stealth 0
Survival 1
Tactics (Military) 1
Vacc Suit 1
Zero-G 1
Career Bonuses:
5,000 cr
Term 1 : Barbarian (Warrior)
Survived in the wilderness.
Term 2 : Mercenary (Commando, Raider)
Your unit is particularly efficient, getting additional training in between numerous short tickets.
Term 3 : Mercenary (Striker, Rifleman)
You are forced to emergency pilot the evacuation transport when the real pilot is incapacitated.
Term 4 : Mercenary (Striker, Rifleman)
One of your assignments requires special training for its success, which the employer is willing to pay for.
Term 5 : Mercenary (Commando, Spec Ops)
You are pushed to the limit of your skills and successfully kill enough of the enemy to break their morale.
Sorry, missed it, rolling now
Service Skills: 1d6 ⇒ 5 Remote Ops
Survival, END 7+: 2d6 + 2 ⇒ (5, 2) + 2 = 9 SURVIVE
Event: 1d6 + 1d6 ⇒ (2) + (2) = 4
You are assigned to provide protection for an alien ticket. Gain Advocate 1, Language 1, Streetwise 1 or Tactics 1. Might want to pick language so you can speak Terrangelo (common) without a computer translator.
Advancement, END 8+: 2d6 + 2 ⇒ (4, 2) + 2 = 8 Advancement!
Rank : 4 Pointman (No benefit for this rank)
Advancement Skill, Site defense: 1d6 ⇒ 4 Heavy Weapons (Any)
Aging: 2d4 - 5 ⇒ (2, 2) - 5 = -1 Reduce two physical characteristics by 1
| mdt |
mdt wrote:I went strictly by the core rules; should I have used High Guard? If so, I will rebuild if you wish or I can rework using the rolls I have already made. Missed the part about advancement then commission, sorry.WhtKnt wrote:<Term 1 Stuff>As I said up thread, always roll Advancement, then Commission. So, reversing the rolls but using the same dice, you advanced, but failed the commission check.
What career are you rolling on? I can't match up either your basic training nor your events to any career in High Guard.
No, that's fine, Imperial Navy uses High Guard. Navy in core is primarily for sector navies or alligned ally navies. What you have is fine, you need to go back and redo your rank though based on failing the commission check. If you wish, you can roll new commission checks for subsequent terms.
WhtKnt
|
WhtKnt wrote:No, that's fine, Imperial Navy uses High Guard. Navy in core is primarily for sector navies or alligned ally navies. What you have is fine, you need to go back and redo your rank though based on failing the commission check. If you wish, you can roll new commission checks for subsequent terms.mdt wrote:I went strictly by the core rules; should I have used High Guard? If so, I will rebuild if you wish or I can rework using the rolls I have already made. Missed the part about advancement then commission, sorry.WhtKnt wrote:<Term 1 Stuff>As I said up thread, always roll Advancement, then Commission. So, reversing the rolls but using the same dice, you advanced, but failed the commission check.
What career are you rolling on? I can't match up either your basic training nor your events to any career in High Guard.
Can do, boss. I'll make the corrections and I will check for subsequent commissions.
WhtKnt
|
My Event roll of 12 during term 2 earns her a commission or an advancement automatically, so she'll take the commission. That will make her final rank a Sublieutenant and she doesn't get the Tactics skill automatically. Everything else will work out almost identically, I have updated her story.
RACE: Imperial Human
HOMEWORLD: Gandr/Lunion (Spinward Marches 2425) As, Na, Va
ALLEGIANCE: Imperium
AGE: 32 years
RANK: O2 - Sublieutenant
STR: 4 (-1)
DEX: A (+1)
END: 8 (+0)
INT: A (+1)
EDU: D (+2)
SOC: 4 (-1)
SKILLS:
Computer 1
Diplomacy 1
Engineer (electronics) 1
Gamble 1
Gun Combat 0
Gunner (turret) 2
Leadership 1
Mechanic 1
Melee (blade) 1
Pilot 0
Physical Science 0
Space Science 0
Vacc Suit 0
Zero-G 0
BACKGROUND: Imperial Academy Admissions Interview 5293-7635-8814-G
"Oh, just start talking? Okay. Name's Glitch. That is, Jenni Everson, but everyone calls me Glitch. So, I'm from Gandr. Never heard of it? I'm not surprised. We aren't exactly on the regular trade route. You know that little out-of-the-way place that lies just one mis-jump coreward of nowhere? Yeah, That's Gandr. Not even a proper world, just a collection of rocks floating in vacuum.
"Dad was a belter. Me and Mom? We were just along for the ride. We were constantly on the jump, going wherever the money was. We finally settled in on Gandr and were making a decent living... until the ore ran dry. Now, it's little more than a forgotten boom system. Dad, always one to believe that his next big strike was right around the corner, made a few unwise investments and the next thing you know, we're living hand-to-mouth.
"So when your recruiter broke down in system and had to put into port for emergency repairs, he fished around a little, and I bit. He made it sound so attractive. Of course, it's not like I needed much of a push. I was screaming for a way off-world. I couldn't sign the datapad fast enough.
"My nickname? It's a joke among my friends. I'm pretty handy with mechanics and electronics. That's my dream job; working onboard an Imperial Cruiser as an engineer. Yeah, I know that everybody wants to be a pilot, but someone has to keep 'em flying, right?"
SERVICE RECORD:
She passes the entrance exams and physical and is assigned as an engineer/gunnery specialist.
During her first term, she spends much of her time as a mechanic's mate, learning the ins and outs of keeping things in good repair. The work is hard but comes easily to her. It is during this term that her vessel, the Nova Flare, serves in a diplomatic capacity. Glitch is pressed into service as an attache and by keeping her eyes and ears open, learns a little something about diplomacy. Her service is so exemplary that she earns an advancement to Able Spacehand. She is given the opportunity to further her education. She spends a lot of time with the ship's weapons officer, learning how to target and lead targets with the turret gun.
In her second term, she spends time aboard the Twilight Ghost, a cruiser, where she is assigned to a gunnery battalion. During a particularly heated encounter, she takes over the gun turret from a wounded crewman, saving the ship from certain doom! She is granted an immediate battlefield promotion to Ensign for her heroism! This grants her some extra free time, which she spends in quiet study.
Glitch's third term is spent as a computer technician on board a small patrol vessel, the Silver Star. While on board, she becomes involved with a small gambling circle of officers and improves her skill with cards and dice. Through skill and some luck, she manages to amass a small winning. For excellent service, she is promoted to Sublieutenant and receives training in leadership. Extra training pays off and her manual dexterity increases as well.
For her fourth term, she remains aboard the Silver Star on border patrol. Much of her time is spent in engineering, but the vessel runs afoul of pirates and is forced to limp home. In order to conserve rations and air, Glitch is placed in the frozen watch but is revived improperly, compromising some of her Dexterity. She decides to leave the Navy before something worse happens to her.
Fortunately, the Navy assumes responsibility for the accident and she is given medical care at no cost to her.
| trawets71 |
@Trawets
Term 2 Status
Age : 26STATS
STR 03 (-1)
END 03 (-1)
DEX 08 (+0)
INT 10 (+1)
EDU 10 (+1)
SOC 09 (+1)SKILLS
Animals (Veterinary) 0
Carouse 0
Computers 0
Drive (Hovercraft) 0
Flyer (Grav) 0
Mechanic 0
Medic 0
Persuade 0
Recon 0
Life Science (Biology) 0
Streetwise 0
Survival 0Term 1 : Archaelogist
Your last expedition was a complete flop. Considered an amateur dabbler, others look down upon you. Lose one Social Standing. However, there was enough acknowledgement of your deeds that you made some advancement in your career.Term 2 :
You continued to toil away at your career, and made a new contact who is a naval officer. Unfortunately, your toil went unrecognized amongst your peers.
Rank : 1 Prospector
Continue or switch careers?
Continue
| mdt |
I was playing around with the online generator from your original post, and they list Droyne as having +2 INT. Is that the case in the books you are using?
Droyne are an intelligent major race that resembles a flying reptile (Imagine a kobold with wings). Droyne are flyers (Winged, 18 meters per round) and Small. Warrior Caste is medium, not small. Leaders have high Intelligence (+2 Int). Droyne do not use social standing, instead, they are born into a Caste and cannot change it. They do not have Social Standing (Only roll 5 sets of stats). To determine your character's Caste, roll 1d6 (1=Worker, 2=Warrior, 3=Drone, 4=Technician, 5=Sport, 6=Leader)
Yes, but it's only the Leader caste that has +2 int. sport doesn't have any adjustments.
| Kobolum |
NAME: Keeth Blackstone
Age: 30
RACE: Human
BIRTHWORLD: Agricultural
ALLEGIANCE: Imperium Citizen
Bank Account :9,250
Stats
STR:9 (+1)
DEX:9 (+1)
END:12 (+2)
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
Career
Marines (Star Marinesd Lance Sergeant)
Muster Out
Cash 5000
Cash 2 2000
Cash 3 30000
37,000 credits
Other +1 End
Tangible benefits
Ally Benjamin Fox: Keeth was assigned to Benjamin foxes unit after a short incarceration for a crime he didn't commit and was released for after being proven innocent. Under Benjamins command their first mission wind horrendously wrong leaving Benjamin and Keeth as the only survivors, however is Keeth did not out him, instead choosing to lie and say they were given misinformation.
When Keeth went to apply for the Marines his family laughed. when Keeth turned to say his goodbyes they cried, but he left despite their pleas for him to stay. The stars were his dream and he had finally found the way to reach them, and he wasn't going let tears stop him from achieving that dream.
Twelve years have done a great deal to change Keeth Blackstone from the starry-eyed young adults to the starry-eyed man. His family no longer contacts him, being told that he had committed a crime they probably never realizing that the crime he was accused of was false. He feels the strength of years and years of hours and hours of training and of a regimented lifestyle, but he feels the years raring on him as well. He has decided to leave the Marines and strike out on his own. And so if a modest sum of credits and strong ambition in his heart he he makes his way towards an unknown future with excitement.
| mdt |
@Trawets
Term 2 Status
Age : 26
STATS
STR 03 (-1)
END 03 (-1)
DEX 08 (+0)
INT 10 (+1)
EDU 10 (+1)
SOC 09 (+1)
SKILLS
Animals (Veterinary) 0
Carouse 0
Computers 0
Drive (Hovercraft) 0
Flyer (Grav) 0
Mechanic 0
Medic 0
Persuade 0
Recon 0
Life Science (Biology) 0
Streetwise 0
Survival 0
Term 1 : Archaelogist
Your last expedition was a complete flop. Considered an amateur dabbler, others look down upon you. Lose one Social Standing. However, there was enough acknowledgement of your deeds that you made some advancement in your career.
Term 2 :
You continued to toil away at your career, and made a new contact who is a naval officer. Unfortunately, your toil went unrecognized amongst your peers.
Rank : 1 Prospector
Term 3 :
Archaaelogist Skill Gain: 1d6 ⇒ 5 Science (Any Social, suggest Archaeology? :)
Survive, EDU 5+: 2d6 + 1 ⇒ (6, 1) + 1 = 8 SURVIVE
Event: 1d6 + 1d6 ⇒ (5) + (5) = 10
Your last expedition was a complete flop. Considered an amateur dabbler, others look down upon you. Lose one Social Standing.
Blech! Die Bot hates you
Advancement, Int 7+: 2d6 + 1 ⇒ (5, 3) + 1 = 9 ADVANCE
Rank 2 : +1 End
Advancement Personal Advancement Check: 1d6 ⇒ 1 +1 DEX
Term 2 Status
Age : 26
STATS
STR 03 (-1)
END 04 (-1)
DEX 09 (+1)
INT 10 (+1)
EDU 10 (+1)
SOC 08 (+0)
SKILLS
Animals (Veterinary) 0
Carouse 0
Computers 0
Drive (Hovercraft) 0
Flyer (Grav) 0
Mechanic 0
Medic 0
Persuade 0
Recon 0
Life Science (Biology) 0
Streetwise 0
Survival 0
Science (Any Social, suggest Archaeology? :)
Rank 2 : Prospecter
(Continue or change careers?)
| mdt |
NAME: Keeth Blackstone
Age: 30
RACE: Human
BIRTHWORLD: Agricultural
ALLEGIANCE: Imperium Citizen
Bank Account :35,290
Original Muster out Credits : 37,000
Bank : 0.25 * 37,000 = 9,250Lost : 18,500
Equipment Allowance : 9,250
Equipment total purchased : 1,710
You have 7,540 credits to spend on equipment. If you don't, you lose it. Because of how the game is starting, everyone loses half their muster out cash, places a quarter in their bank, and must spend the other quarter on equipment they have on the ship (some of which they may lose).