I'm curious as to what folks will be house-ruling in their games. . . below are what I have decided upon so far, based on the original playtesting and what I have decided after reading through the book a couple of times. There will be more, I'm sure.
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Characteristic Generation:
Roll 12d6 and pair up as desired, place where you want.
Determining Homeworld - Use the tables provided
(I'm running my game in an area outside the Imperium - tables are on my wiki if you want to see them)
Prior to beginning first term: roll on the Background Events table twice.
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Background Events
Roll 2d6 on the following table to determine Adolescent Event.
Adolescent Events Table
Roll 2d6 Event
2 Character skips school too many times. Reduce Edu by 1.
3 While foraging in a trash heap, the character finds an unusual
object.. Referee will determine specifics.
4 The character hangs out with a bad crowd, gain one of the
following skills: Deception, Gambler, Streetwise, Stealth or Recon.
Also reduce Soc by 1 due to the stain on your reputation.
5 Roll on the Life Events Table
6 Character Receives a scholarship that gives him the opportunity
to learn a new skill – Gain Science (any) or Trade (any)
Roll 1d6: 1-3: Gain a Rival (fellow student) 4: Gain a contact
5: Gain an Enemy 6: Gain an Ally
7 Your character gains a lifelong friend – gain an ally
8 Your character stands up to a bully and gains an enemy and an
ally
9 The character receives an inheritance – roll 1d6 and make an
immediate 1d6 roll on the following benefit table:
1-4: Citizen Cash 5: Citizen Benefits 6: Nobility Cash
10 Character’s family arranges a socially and/or economically
advantageous marriage to be consummated when the character
turns 18
11 The head of the character’s household is made an advisor to the
local ruling body +1 Social
12 Character receives 1d6 ship shares from a relative as a gift
The character is now 18 years old and ready to begin his careers.
================================================
On first Term - Take all service skills at 0 and your choice of one specialty skill at 0
** If you already have a listed skill, you gain a rank in it *** (This applies in all situations)
On changing careers - You gain two service skills and one specialty skill of choice on your first term in the new career
======================
When changing careers, after enlistment, roll 2d6 - Modified by player choice of Int, Edu, or Soc.
If roll < 8, enter career at 1 rank less than previous rank [minimum rank 0]
If roll is between 8 and 11, enter at previous careeer rank
if roll is 12+, enter at one rank higher
=======================
Learning new skills - as per book, except take half (rounded up) of total skills when figuring skills.
===================
Characteristic Generation:
Roll 12d6 and pair up as desired, place where you want.
Determining Homeworld - Use the tables provided
(I'm running my game in an area outside the Imperium - tables are on my wiki if you want to see them)
Prior to beginning first term: roll on the Background Events table twice.
================================================
Background Events
Roll 2d6 on the following table to determine Adolescent Event.
Adolescent Events Table
Roll 2d6 Event
2 Character skips school too many times. Reduce Edu by 1.
3 While foraging in a trash heap, the character finds an unusual
object.. Referee will determine specifics.
4 The character hangs out with a bad crowd, gain one of the
following skills: Deception, Gambler, Streetwise, Stealth or Recon.
Also reduce Soc by 1 due to the stain on your reputation.
5 Roll on the Life Events Table
6 Character Receives a scholarship that gives him the opportunity
to learn a new skill – Gain Science (any) or Trade (any)
Roll 1d6: 1-3: Gain a Rival (fellow student) 4: Gain a contact
5: Gain an Enemy 6: Gain an Ally
7 Your character gains a lifelong friend – gain an ally
8 Your character stands up to a bully and gains an enemy and an
ally
9 The character receives an inheritance – roll 1d6 and make an
immediate 1d6 roll on the following benefit table:
1-4: Citizen Cash 5: Citizen Benefits 6: Nobility Cash
10 Character’s family arranges a socially and/or economically
advantageous marriage to be consummated when the character
turns 18
11 The head of the character’s household is made an advisor to the
local ruling body +1 Social
12 Character receives 1d6 ship shares from a relative as a gift
The character is now 18 years old and ready to begin his careers.
================================================
On first Term - Take all service skills at 0 and your choice of one specialty skill at 0
** If you already have a listed skill, you gain a rank in it *** (This applies in all situations)
On changing careers - You gain two service skills and one specialty skill of choice on your first term in the new career
======================
When changing careers, after enlistment, roll 2d6 - Modified by player choice of Int, Edu, or Soc.
If roll < 8, enter career at 1 rank less than previous rank [minimum rank 0]
If roll is between 8 and 11, enter at previous careeer rank
if roll is 12+, enter at one rank higher
=======================
Learning new skills - as per book, except take half (rounded up) of total skills when figuring skills.