I am going to take Academics(Elder), Computers, and Pilot. There are so many good options, but I want the addition to Computers, have an actual bonus with flying cars, and Need the Academics(Elder) for the rest of his story. (Note that while you are not differentiating, his pilot skill is with flying planetary vehicles. I.e. air/rafts, flitters, flying cars, grav vehicles, or whatever they are called in this universe. Personally, I always want to revert to "air/rafts".)
For the next career, I will let the dice decide. I will try for Agent, then Merchant, then default to drifter if I utterly fail. Regardless, he is leaving the corporate world. Once the die rolls are made in successive updates to this point, I will make one more post that will cover some details of his Corporate career to the job switch. I will fold the roles into the narrative depending on how things turn out.
First, I'm going for Agent. Despite the higher DC, Education gives the better odds ...
OK, that didn't work ...
Second, I'm going for Merchant. This is just a straight Education roll ...
And this one worked! I even made it with an unmodified roll, though had I tried with Charisma, I would have failed! Fortunately, they were not judging him just on his personal magnetism.
I will write the follow-up post soon. It is just to give some background on how his career change worked with a little extra personal info involved. It will also explain the weird skill I chose. The background will stop when he succeeds with his application to the Merchants.
Do note that I have NOT chosen my single level-0 Merchant skill. My only options are Gunnery, Streetwise, and Zero-G as I have everything else already.
Last edited December 6, 2023 2:39 pm