Dramasailor
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Not great, but not horrid either. Leaning towards being a Diplomat or Administrator. Probably an administrator I think.
STR = 2 (-2)
DEX = 5 (-1)
END = 5 (-1)
INT = 7 (+0)
EDU = 9 (+1)
SOC = 10 (+1)
Background Skills (3+1 EDU = 4)
Electronics 0
Science 0
Art 0
Drive 0
Rolls
Stats - (2d6, 2d6, 2d6, 2d6, 2d6, 2d6)
2d6 : (55) = 10
2d6 : (36) = 9
2d6 : (52) = 7
2d6 : (41) = 5
2d6 : (14) = 5
2d6 : (11) = 2
Attempting a University Education, accepted into university! Taking Advocate 0, Admin 1, gained EDU +1.
Pre-Career Event (9) - You develop a healthy interest in a hobby or other area of study. Gain any skill of your choice, with the exception of Jack-of-all-Trades, at level 0. Taking Gambler 0.
Attempting Graduation. Failed to graduate, no further benefits from University.
Now ready for Term 2!
Characteristics
STR = 2 (-2)
DEX = 5 (-1)
END = 5 (-1)
INT = 7 (+0)
EDU = 10 (+1)
SOC = 10 (+1)
Skills
Admin 1
Gambler 0
Advocate 0
Electronics 0
Science 0
Art 0
Drive 0
Rolls
University Entrance (EDU 7+, +1 from high SOC) - (2d6+2)
(15) + 2 = 8
Pre-Career Education Event - (2d6)
(63) = 9
Graduation (INT 7+, 11+ for Honours) - (2d6)
(32) = 5
Apply for position as a Noble (Administrator). SOC 10+ auto-qualifies. Gain: Diplomat, Investigate, and Persuade at 0.
Rolling for Skills and Training (1): Admin + 1
Rolling for Survival. Survived!
Rolling for Event (4). Your time as a ruler or playboy gives you a wide range of experiences. Gain one of Animals (riding) 1, Art 1, Carouse 1, or Streetwise 1. Taking Carouse 1
Rolling to Advance. Advanced!
Ready for Term 3!
Characteristics
STR = 2 (-2)
DEX = 5 (-1)
END = 5 (-1)
INT = 7 (+0)
EDU = 10 (+1)
SOC = 10 (+1)
Rank
Noble (Administrator) 1 - Clerk
Skills
Admin 2
Carouse 1
Gambler 0
Diplomat 0
Investigate 0
Persuade 0
Advocate 0
Electronics 0
Science 0
Art 0
Drive 0
Rolls
Skills and Training - (1d6)
(1) = 1
Survival (INT 4) - (2d6)
(22) = 4
Event - (2d6)
(13) = 4
Advancement (EDU 6+) - (2d6+1)
(62) + 1 = 9
Rolling for Skills and Training (4). Taking Gambler +1
Rolling for Survival. Survived!
Rolling for Event (5). You inherit a gift from a rich relative. Gain DM+1 to any one Benefit roll.
Rolling for Advancement. Advanced!
Read for Term 4!
Characteristics
STR = 2 (-2)
DEX = 5 (-1)
END = 5 (-1)
INT = 7 (+0)
EDU = 10 (+1)
SOC = 10 (+1)
Rank
Noble (Administrator) 2 - Supervisor
Skills
Admin 2
Carouse 1
Gambler 1
Diplomat 0
Investigate 0
Persuade 0
Advocate 0
Electronics 0
Science 0
Art 0
Drive 0
Mustering Out Bonuses
+1 DM to all rolls from Gambler
+1 DM to any single Benefit roll
Rolls
Skills and Training - (1d6)
(4) = 4
Survival (INT 4) - (2d6)
(13) = 4
Event - (2d6)
(14) = 5
Advancement (EDU 6+) - (2d6+1)
(43) + 1 = 8
Rolling for Skills and Training (5). Diplomat + 1
Rolling to Survive. Survived!
Rolling for Event (9). Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. Gain DM+2 to your next Advancement check. Gain unhappy subject as Enemy.
Rolling to Advance with +2. Advanced! Gain Advocate 1.
Rolling Ageing. No Effects!
Ready for Term 5!
Characteristics
STR = 2 (-2)
DEX = 5 (-1)
END = 5 (-1)
INT = 7 (+0)
EDU = 10 (+1)
SOC = 10 (+1)
Rank
Noble (Administrator) 3 - Manager
Skills
Admin 2
Carouse 1
Gambler 1
Diplomat 1
Advocate 1
Investigate 0
Persuade 0
Electronics 0
Science 0
Art 0
Drive 0
Mustering Out Bonuses
+1 DM to all rolls from Gambler
+1 DM to any single Benefit roll
Rolls
Skills and Training - (1d6)
(5) = 5
Survival (INT 4) - (2d6)
(34) = 7
Event - (2d6)
(36) = 9
Advancement (EDU 6+ DM+2 from Event) - (2d6+3)
(33) + 3 = 9
Ageing - (2d6-4)
(14) - 4 = 1
Rolling for Skills and Training (2). Advocate +1
Rolling to Survive. Survived!
Rolling for Event (3). You are challenged to a duel for your honour and standing. If you refuse, reduce your SOC by 1. If you accept, roll Melee (blade) 8+. If you succeed, gain one SOC. If you fail, roll on the Injury Table and reduce your SOC by one. Either way, gain one level in Melee (blade), Leadership, Tactics (any) or Deception. Refuse, SOC - 1, Leadership 1
Rolling for Advancement. Advanced!
Rolling for Ageing. No Effects!
Ready for Term 6!
Characteristics
STR = 2 (-2)
DEX = 5 (-1)
END = 5 (-1)
INT = 7 (+0)
EDU = 10 (+1)
SOC = 9 (+1)
Rank
Noble (Administrator) 4 - Chief
Skills
Admin 2
Advocate 2
Carouse 1
Gambler 1
Diplomat 1
Leadership 1
Investigate 0
Persuade 0
Electronics 0
Science 0
Art 0
Drive 0
Mustering Out Bonuses
+1 DM to all rolls from Gambler
+1 DM to any single Benefit roll
Rolls
Skills and Training - (1d6)
(2) = 2
Survival (INT 4) - (2d6)
(32) = 5
Event - (2d6)
(12) = 3
Advancement (EDU 6+) - (2d6+1)
(51) + 1 = 7
Ageing - (2d6-5)
(66) - 5 = 7
Rolling for Skills and Training (1). Admin +1
Rolling for Survival. Survived!
Rolling for Event (10). You manipulate and charm your way through high society. Gain one level of Carouse, Diplomat, Persuade or Steward, as well as a Rival and an Ally. Gain Rival, Ally, Diplomat +1.
Rolling for Advancement. Advanced!
Rolling for Ageing. No Effects!
Ready for Term 7!
Characteristics
STR = 2 (-2)
DEX = 5 (-1)
END = 5 (-1)
INT = 7 (+0)
EDU = 10 (+1)
SOC = 9 (+1)
Rank
Noble (Administrator) 5 - Director
Skills
Admin 3
Advocate 2
Diplomat 2
Carouse 1
Gambler 1
Leadership 1
Investigate 0
Persuade 0
Electronics 0
Science 0
Art 0
Drive 0
Mustering Out Bonuses
+1 DM to all rolls from Gambler
+1 DM to any single Benefit roll
Rolls
Skills and Training - (1d6)
(1) = 1
Survival (INT 4) - (2d6)
(14) = 5
Event - (2d6)
(55) = 10
Advancement (EDU 6+) - (2d6+1)
(16) + 1 = 8
Ageing - (2d6-6)
(56) - 6 = 5
Rolling for Skills and Training (4). Diplomat +1
Rolling for Survival. Survived!
Rolling for Event (9). Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. Gain DM+2 to your next Advancement check. Gain unhappy subject as Enemy.
Rolling for Advancement. Advanced!
Rolling for Ageing. Reduce 2 physical characteristics by 1. Dex/End -1.
Mustering Out (6 rolls from full terms, 3 rolls from rank = 10 rolls. 1 at +3 DM, all others at +2 DM)
Cash: Cr450,000
Benefits:
SOC +5
Yacht w/ no mortgage.
Blade (Rapier TL3, 2d6 Damage, KG 2, Cost Cr200)
Pension (6 Terms as a Noble, Cr12000/Year)
Cash Rolls (3 @ +2 DM) - (1d6+2, 1d6+2, 1d6+2)
1d6+2 - ( 6 ) + 2 = 8 (Cr200000)
1d6+2 - ( 1 ) + 2 = 3 (Cr50000)
1d6+2 - ( 6 ) + 2 = 8 (Cr200000)
Benefits Rolls (1 @ +3 DM, 5 @ +2 DM) - (1d6+3, 1d6+2, 1d6+2, 1d6+2, 1d6+2, 1d6+2)
1d6+3 - ( 5 ) + 3 = 8 (SOC +1 and Yacht)
1d6+2 - ( 6 ) + 2 = 8 (SOC +1 and Yacht)
1d6+2 - ( 2 ) + 2 = 4 (SOC +1)
1d6+2 - ( 5 ) + 2 = 7 (SOC +1 and Yacht)
1d6+2 - ( 1 ) + 2 = 3 (Blade)
1d6+2 - ( 6 ) + 2 = 8 (SOC +1 and Yacht)
Characteristics
STR = 2 (-2)
DEX = 4 (-1)
END = 4 (-1)
INT = 7 (+0)
EDU = 10 (+1)
SOC = 14 (+2)
Rank
Noble (Administrator) 6 - Minister
Skills
Admin 3
Diplomat 3
Advocate 2
Carouse 1
Gambler 1
Leadership 1
Investigate 0
Persuade 0
Electronics 0
Science 0
Art 0
Drive 0
Mustering Out Bonuses
+1 DM to all rolls because of Gambler
+1 DM to any single Benefit roll
+1 DM to all rolls from highest rank of 6
3 Extra rolls from highest rank of 6
Rolls
Skills and Training - (1d6)
(4) = 4
Survival (INT 4) - (2d6)
(31) = 4
Event - (2d6)
(54) = 9
Advancement (EDU 6+ DM+2 from Event) - (2d6+3)
(36) + 3 = 12
Ageing - (2d6-7)
(15) - 7 = -1
Cash Rolls (3 @ +2 DM) - (1d6+2, 1d6+2, 1d6+2)
1d6+2 : (6) + 2 = 8
1d6+2 : (1) + 2 = 3
1d6+2 : (6) + 2 = 8
Benefits Rolls (1 @ +3 DM, 5 @ +2 DM) - (1d6+3, 1d6+2, 1d6+2, 1d6+2, 1d6+2, 1d6+2)
1d6+3 : (5) + 3 = 8
1d6+2 : (6) + 2 = 8
1d6+2 : (2) + 2 = 4
1d6+2 : (5) + 2 = 7
1d6+2 : (1) + 2 = 3
1d6+2 : (6) + 2 = 8
4 = Library computer contains erroneous information
7 = DM-1 to all repair attempts
6 = Damaged Sensors (DM-1 to all Electronics (sensors) checks)
11 = Library computer contains secret or unusual information
SS Seraphim
35 year old yacht
Hull: 200 tons, Standard
Armour: Armour 0
M-Drive: Thrust 1 (2 tons)
J-Drive: Jump 1 (10 tons)
Power Plant: Fusion, Power 90 (6 tons)
Fuel Tanks: 4 weeks operation, J-1, plus Ship's Boat (22 tons)
Bridge: 10 tons
Computer: Computer 5
Sensors: Civilian Grade (DM-2) (1 ton)
Weapons: -
Systems:
4 Ton Docking Space (5 tons)
Air Raft
30 Ton Docking Space (33 tons)
Ship's Boat
ATV (10 tons)
Staterooms:
12x Standard (48 tons)
1x Luxury (10 tons)
Common Areas: 32 tons
Cargo Space: 11 tons
Fuel Consumption: Jump-1 (20 Tons)
Crew: Pilot, Astrogator, Engineer, Medic, Steward
Maintenance Cost: Cr5065/Month
Cost: MCr60.7824 (25% discount for age, MCr45.5868)
Power Requirements (81 total, 9 in reserve):
M-Drive 20
Ship Systems 40
Jump Drive 20
Sensors 1
Rolls
Outdated Ship - (1d6)
(6) = 6
Quirks - (2d6, 2d6, 2d6, 2d6)
2d6 : (13) = 4
2d6 : (61) = 7
2d6 : (51) = 6
2d6 : (56) = 11