Well bought the book, been looking through it and now attempting a first character creation!
So stats:
Strength 8, Dexterity 6, Endurance 6, Intelligence 9, Education 6, Social Standing 7
Background Skills: Flyer 0, Profession 0 and Survival 0
Home world:
Size: 1, Atmosphere: 5, Hydro: 0, Population: 7, Government: 7, World Temperature: 4, Law: 8, Star port: C, Tech Level: 7
Trade Codes: Desert, Poor
Factions: Rolled 1 but it gained another 1 according to the rules in the book so rolled Fashionasta (significant) and Ritualists (Notable)
So we're talking a small asteroid community with a sizable spaceport built to one side the main government is controlled by a mix of old money families with an over the top indulgence in fashion they literally think how you dress and personal style matter more than the old ways which is exemplified by the older members of the community who aren't ready to discard their older social concepts just to look good.
So our newborn character attempts to enter Naval Military Academy but fails thus tries to apply to the Navy (Qualify 6+ rolled 8+1 (Int)) goes for the Flight career, Survival Dex7+ rolls 8 and for advancement needs 7+ and rolls an 11
Due to failing the military academy he can't apply for his commission this term but gains basic training and the one skill due to passing the advancement roll.
Basic Training: Athletics 0, Gun Combat 0, Gunner 0, Mechanic 0, Pilot 0 and Vacc Suit 0.
Event: rolled a 7 (Life Event) which results in a 10 meaning Good Fortune and a +2 to one benefit roll.
The advancement to Able Spacehand means Mechanic 1 and the skill roll Athletics/Endurance 1
2nd Term: Survival of 7+ results in a 6 and a roll of 2 on the mishap table leaves him in low berth and loses 1 from Strength as a result of improper revival however this doesn't eject him from this career.
I assume he still gets a skill roll which would be Pilot/Small Craft 1
3rd Term: switches to Line/Crew requiring a qualify roll of Int 7+ rolls a 9+1 so as this is basic training it should result in another +0 skill correct and wouldn't allow say Gun Combat to be select and increasing this to +1?
Survival Int 5+ rolled 10+1, commission of Social 8+2 and rolled a 6, advancement is Educ 7+ rolling a 7.
Promoted to Petty Officer 3rd class gaining Vacc Suit +1, the event rolled is a 12 displaying heroism in battle meaning an automatic pass on next commission check.
Advanced skill of Flyer/Airship 1
4th Term: remained in same career required a Survival check of Int 5+ rolled a 6+1 with commission automatically passed he becomes an Ensign gaining Melee/Blade 1.
advancement now Educ 7+ rolling a 6 so just leaves an event: diplomatic mission (8) chooses to gain a Contact.
Musters out at end of this term.
Aging: As he's now 34 rolled an 8 with 4 terms served that leaves it at +4 so no effect.
Benefits: Combined rank of 3 so 4 terms for +4 and +2 for 3 ranks means 6 rolls with one at +2
1) Benefit 3+2 for 5 and TAS Membership, 2) Cash and 3 (5kCr), 3) Benefit 2 and +1 Intelligence (now rated at A), 4) Benefit and 1 for one ship share, 5) Cash and 4 for 10kCR and 6) Cash and 4 agains for another 10kCr.
So...
Ensign Kieran Carlisle, age 34
UPP: 766A67
Skills: Athletics/Endurance 1, Flyer/Airship 1, Gun Combat/Pistol 1, Gunner 0, Mechanic 1, Melee/Blade 1, Pilot/Small Craft 1, Profession 0, Survival 0 and Vacc Suit 1
Benefits: TAS Membership, 25kCr, 1 Ship Share (and +1 Intelligence)
Does this sound about right to you?
Please advise.
So stats:
Strength 8, Dexterity 6, Endurance 6, Intelligence 9, Education 6, Social Standing 7
Background Skills: Flyer 0, Profession 0 and Survival 0
Home world:
Size: 1, Atmosphere: 5, Hydro: 0, Population: 7, Government: 7, World Temperature: 4, Law: 8, Star port: C, Tech Level: 7
Trade Codes: Desert, Poor
Factions: Rolled 1 but it gained another 1 according to the rules in the book so rolled Fashionasta (significant) and Ritualists (Notable)
So we're talking a small asteroid community with a sizable spaceport built to one side the main government is controlled by a mix of old money families with an over the top indulgence in fashion they literally think how you dress and personal style matter more than the old ways which is exemplified by the older members of the community who aren't ready to discard their older social concepts just to look good.
So our newborn character attempts to enter Naval Military Academy but fails thus tries to apply to the Navy (Qualify 6+ rolled 8+1 (Int)) goes for the Flight career, Survival Dex7+ rolls 8 and for advancement needs 7+ and rolls an 11
Due to failing the military academy he can't apply for his commission this term but gains basic training and the one skill due to passing the advancement roll.
Basic Training: Athletics 0, Gun Combat 0, Gunner 0, Mechanic 0, Pilot 0 and Vacc Suit 0.
Event: rolled a 7 (Life Event) which results in a 10 meaning Good Fortune and a +2 to one benefit roll.
The advancement to Able Spacehand means Mechanic 1 and the skill roll Athletics/Endurance 1
2nd Term: Survival of 7+ results in a 6 and a roll of 2 on the mishap table leaves him in low berth and loses 1 from Strength as a result of improper revival however this doesn't eject him from this career.
I assume he still gets a skill roll which would be Pilot/Small Craft 1
3rd Term: switches to Line/Crew requiring a qualify roll of Int 7+ rolls a 9+1 so as this is basic training it should result in another +0 skill correct and wouldn't allow say Gun Combat to be select and increasing this to +1?
Survival Int 5+ rolled 10+1, commission of Social 8+2 and rolled a 6, advancement is Educ 7+ rolling a 7.
Promoted to Petty Officer 3rd class gaining Vacc Suit +1, the event rolled is a 12 displaying heroism in battle meaning an automatic pass on next commission check.
Advanced skill of Flyer/Airship 1
4th Term: remained in same career required a Survival check of Int 5+ rolled a 6+1 with commission automatically passed he becomes an Ensign gaining Melee/Blade 1.
advancement now Educ 7+ rolling a 6 so just leaves an event: diplomatic mission (8) chooses to gain a Contact.
Musters out at end of this term.
Aging: As he's now 34 rolled an 8 with 4 terms served that leaves it at +4 so no effect.
Benefits: Combined rank of 3 so 4 terms for +4 and +2 for 3 ranks means 6 rolls with one at +2
1) Benefit 3+2 for 5 and TAS Membership, 2) Cash and 3 (5kCr), 3) Benefit 2 and +1 Intelligence (now rated at A), 4) Benefit and 1 for one ship share, 5) Cash and 4 for 10kCR and 6) Cash and 4 agains for another 10kCr.
So...
Ensign Kieran Carlisle, age 34
UPP: 766A67
Skills: Athletics/Endurance 1, Flyer/Airship 1, Gun Combat/Pistol 1, Gunner 0, Mechanic 1, Melee/Blade 1, Pilot/Small Craft 1, Profession 0, Survival 0 and Vacc Suit 1
Benefits: TAS Membership, 25kCr, 1 Ship Share (and +1 Intelligence)
Does this sound about right to you?
Please advise.