Ok, here is my pass at a character; let me know if I did anything wrong.
Rolls: 11,7,9,11,7,5
Sort: 7B7B95
Starting Skills (4): Streetwise 0 Carouse 0 Zero-G 0 Medic 0
The product of a mixed Sylean/Solomani family, Artemsus ("Art") was raised in the Wannam Belt (Antares 2012), a system jointly owned and exploited by several nearby systems. With the small scattered population, Art learned to get around in Zero-G, handle first aid in the event of an industrial accident, and how to "schmooze" and find connections among the habitats.
Term 1: Try for Navy, roll 9+1 (pass), join Line/Crew
Survival roll 7+1 (pass) Commission 9-1 (pass) - Rank 1
Intro Skills - Comms 0 Mechanic 0 Gun Combat 0 Sensors 0 Melee 0 Vacc Suit 0
Rank Skill- Melee(Blade) 1
Base Skill - Service Skills 6 - Gun Combat (slug pistol) 1
Advancement Skill - Advanced Education 5 - Navigation 1
Events 3 - Gambling Ring - Gain Gambler 1, don't try for extra benefits
Looking for a way out of the system, Art signed on with the Navy. Growing up in small habitats, he took quickly to Naval life, particularly the social and political culture. He often gained more from his time at the card table than he did his time on duty. Catching the attention of senior officers, and testing well, he gained his commission early.
Term 2: Survival roll 9+1 (pass) Advancement 8+1 (pass) - Rank 2
Rank Skill - Leadership 1
Base Skill - Personal Development 1 - +1 Str
Advancement Skill - Advanced Education 3 - Engineer (M-Drive) 1
Events 10 - Opportunity - take it for extra Benefit roll
Continuing to rise through the ranks, Art spent time in Engineering during his second term. Time spent on a high-G world helped to increase his Strength. Again, he found success in the Naval social community, helping to cover up a friend's gambling ring in return for a cut of the action.
Term 3: Survival roll 5+1 (pass) Advancement 7+1 (pass) - Rank 3
Base Skill - Officer Skills 5 - Admin 1
Advancement Skill - Officer Skills 3 - Pilot (spacecraft) 1
Events 3 - Gambling Ring (2nd time) - Deception 1 - don't try for benefits
In his third term, Art rose to Lieutenant, and learned administrative and piloting skills. Again, his off time was spent making connections at the card table. While benefiting from his off-duty exploits, Art was still becoming a capable officer.
Term 4: Survival roll 8+1 (pass) Advancement 12+1 (pass) - Rank 4
Rank Skill - Tactics (naval) 1
Base Skill - Advanced Education 2 - Astrogation 1
Advancement Skill - Service Skills 6 - Gun Combat (slug pistol) 1 (to 2)
Events 8 - Diplomatic Mission - Diplomat 1
Aging roll 10-4=6 (pass)
Rising to Commander, Art ventured outside the Imperium, helping to negotiate a treaty with a client system. He would be posted here for some time, learning tactics and astrogation while travelling through backwater systems looking for pirates.
Term 5: Survival roll 7+1 (pass) Advancement 5+1 (fail, but stay in)
Base Skill - Service Skills 4 - Gunner(turrets) 1
Events 6 - Military Engagement - Pilot (spacecraft) 1 (to 2)
Aging roll 7-5=2 (pass)
Staying on the frontier, Art saw action against Vargr raiders, defending the client state he helped negotiate a treaty with previously. Although he did well, he missed out on a promotion to Captain. He found it somewhat ironic that while he had promoted based on his connections and social skills, but then was passed over when he showed his strengths as an Officer.
Term 6: Survival roll 5+1 (pass) Advancement 7+1 (pass)
Rank Skill - Raise Soc to A
Base Skill - Advanced Education 4 - Computers 1
Advancement Skill - Advanced Education 1 - Remote Operations 1
Events 3 - Gambling Ring (3rd time) - Gambler 1(to 2), roll 8+2 to get extra benefit
Aging roll 5-6= -1, take -1 to Str, -1 to Dex
In his sixth term, Art made Captain, cross-training in various bridge functions. He gain found success at the card table, but became disillusioned with the Navy, where his social skills mattered more than his skills as an officer. After 24 years in the service, Art realized that he wasn't getting any younger, and that this was a good a time as any to leave the Navy and find adventure.
Mustering out: 6 (terms) + 3 (rank) + 2 (Events) = 11 rolls
+1 to all Benefits rolls (rank), +2 to cash rolls (rank+gambling)
Cash rolls: 6+2, 4+2, 3+2 : 120,000 cr
Benefits rolls: 1+1 (+1 Int), 6+1 (+2 Soc), 5+1 (Ship's Boat or 2 shares), 2+1 (2 shares), 4+1 (TAS), 4+1 (2 shares), 4+1 (2 shares), 5+1 (2nd time, Pilot (Small Craft) 1)
Art did well in his career, with a noble rank of Baron for his exploits expanding and defending the Imperium, a TAS membership, and a pension. He also had saved his winnings over the years, and has enough connections to apply several shares towards a ship, and possibly a Ship's Boat. The campaigns he participated in were well-known in the Trailing Imperium, so he can dine out on his tales pretty well.
Baron-Captain Artemsus Bishop
Age 42, 6 terms. Cr 120,000 (+ Cr 12,000 pension)
7A7C9C
Admin-1 Astrogation-1 Carouse-0 Comms-0 Computers-1 Deception-1
Diplomat-1 Engineer (M-Drive)-1 Gambler-2 Gun Combat (slug pistol)-2
Gunner (turrets)-1 Leadership-1 Mechanic-0 Medic-0 Melee (blade)-1
Navigation-1 Pilot (Spacecraft)-2 Pilot (Small Craft)-1
Remote Operations-1 Sensors-0 Streetwise-0 Tactics (Naval)-1
Vacc Suit-0 Zero-G-0
TAS, 6 Shares, Ship's Boat (or 2 more Shares)
I have not done any Connections yet, but he should be able to mesh with the other characters.