SoupCan

Feb 24, 2017 10:52 pm
Here's where you can make your character.
Feb 24, 2017 10:59 pm
Ok, getting started with stats: (whoops messed up the rolls so they're out of order)
Str: 7 (+0)
Dex: 7 (+0)
End: 9 (+1)
Int: 11 (+1)
Edu: 11 (+1)
Soc: 3 (-1)

Hoo boy, I'm the plucky underdog from the streets who had to work her way up on brains alone.

Skills:
Streetwise 0
Science 0
Medic 0

Applying for university:
Dang straight up failure!
Last edited February 24, 2017 11:06 pm

Rolls

Str - (2d6)

(52) = 7

Int - (2d6)

(56) = 11

Edu - (2d6)

(56) = 11

Soc - (2d6)

(21) = 3

Dex - (2d6)

(25) = 7

End - (2d6)

(45) = 9

Edu roll for uni - (2d6+1)

(31) + 1 = 5

Feb 24, 2017 11:09 pm
Applying to be Agent (Law Enforcement): Success!

1st Term (18-22):
Basic Training: Done
Survival: Success! Rank Corporal adding Streetwise 1
Event: 5 - gain d3 contacts (2)
Advancement: Success!
Skills rolls (2):
Advanced Education: 5 - Vacc Suit 0
Personal Development: 1 - Gun Combat 1

[ +- ] skills
Last edited February 25, 2017 1:38 am

Rolls

Int roll applying for Agent - (2d6+1)

(52) + 1 = 8

End 6+ roll for Survival - (2d6+1)

(25) + 1 = 8

Event Roll - (2d6)

(14) = 5

No. of contacts gained from event - (1d3)

(1) = 1

Int 6+ for Advancement - (2d6+1)

(44) + 1 = 9

No. of contacts gained from event - (1d3)

(2) = 2

Int 6+ for Advancement - (2d6+1)

(24) + 1 = 7

Adv. Education - (1d6)

(5) = 5

Personal Development - (1d6)

(1) = 1

Feb 24, 2017 11:23 pm
2nd Term (22-26): Agent (LE)

Training (Advanced Education): 3 - Explosives 0
Survival: Oof, nope.
Mishap: 2 - A criminal or other figure under investigation offers you a deal. Accept, and you leave this career without further penalty (although you lose the benefit roll as normal). Refuse, and you mus roll twice on the Injury Table and take the lower result. You gain an Enemy and one level in any skill you choose.

I refuse! Injury rolls 5,6 - 5: Reduce any physical characteristic by 1 (Strength)
Gaining one rank in Medic
[ +- ] Skills
Rolling Benefits: 1 for term, 1 for Rank 1
Benefits: 1 - Scientific Equipment
Benefits: 3 - Ship Share
Last edited February 25, 2017 1:38 am

Rolls

End 6+ for survival - (2d6+1)

(13) + 1 = 5

Mishap Roll - (1d6)

(2) = 2

Injury Roll 1 - (1d6)

(5) = 5

Injury Roll 2 - (1d6)

(6) = 6

Benefits rolls - (2d6)

(31) = 4

Skill Roll: Advanced Education - (1d6)

(3) = 3

Feb 24, 2017 11:35 pm
Term 3 (26-30):

Applying for Scholar (Physician): Success!
Skill Roll (Personal): EDU+1 (yea boi)
Education now 12 (+2)
Survival: Success!
FORGOT THE EVENT ROLL: 8 - You have the opportunity to cheat in some fashion, advancing your career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. If you refuse, you gain nothing. If you accept, roll Deception 8+ or Admin 8+. If you succeed, you gain DM+2 to any one Benefit roll and may increase any skill by one level, but also gain an Enemy. If you fail, gain an Enemy and lose one Benefit roll from this career.
I have neither skill so no thank you. Doing nothing, gaining nothing!
Advancement: Success! New Rank (1) confers no useful benefit
Skill Roll (Physician): Investigate 1
[ +- ] Skills
Last edited February 25, 2017 1:38 am

Rolls

Int 6+ (with DM-1) for Scholar Application - (2d6)

(63) = 9

Skill Roll: Personal - (1d6)

(2) = 2

Edu 4+ for survival - (2d6+2)

(26) + 2 = 10

Edu 8+ for Advancement - (2d6+2)

(33) + 2 = 8

Skill Roll: Physician - (1d6)

(3) = 3

Event Roll - (2d6)

(62) = 8

Feb 24, 2017 11:44 pm
Term 4 (30-34): Scholar (Physician)

Skill Roll (Physician): Persuade 0
Survival: Success!
Event: 9 - You make a breakthrough in your field. Gain DM+2 to your next Advancement check.
Advancement: Success!
Skill Roll (Physician): Electronics 0
Aging: 6 - I still got it
[ +- ] Skills
Last edited February 25, 2017 1:38 am

Rolls

Skill Roll: Physician - (1d6)

(5) = 5

Edu 4+ Survival - (2d6+2)

(32) + 2 = 7

Event Roll - (2d6)

(36) = 9

Edu 8+ for Advancement - (2d6+4)

(51) + 4 = 10

Skill Roll: Physician - (1d6)

(2) = 2

Aging four terms - (2d6-4)

(64) - 4 = 6

Feb 24, 2017 11:53 pm
Term 5 (34-38): Scholar (Physician 2)

Skill Roll (Physician): 3 - Investigate 2
Survival: Success!
Event: 8 - Still don't have those skills so nope.
Advancement: No Luck
Aging: -3 - Ouch, End -2, Str -1 (-2 total), Dex -1
[ +- ] Skills
Last edited February 25, 2017 1:39 am

Rolls

Skill Roll: Physician - (1d6)

(3) = 3

Edu 4+ Survival - (2d6+2)

(32) + 2 = 7

Event Roll - (2d6)

(26) = 8

Edu 8+ for Advancement - (2d6+2)

(11) + 2 = 4

Aging five terms - (2d6-5)

(11) - 5 = -3

Feb 24, 2017 11:57 pm
Term 6 (38-42): Scholar (Physician 2)

Skill Roll (Physician): 2 - Electronics (Computers) 1
Survival: Success
Event: 6 - You are given advanced training in a specialist field. Roll EDU 8+ to gain any one skill of your choice
at level 1.
Rolling that EDU 8+: Success! Gonna get Engineer (Life Support) at 1
Advancement: No beuno
Aging: 1 - Doin' fine
[ +- ] Skills
Last edited February 25, 2017 1:39 am

Rolls

Skill Roll: Physician - (1d6)

(2) = 2

Edu 4+ Survival - (2d6+2)

(31) + 2 = 6

Event Roll - (2d6)

(24) = 6

Edu 8+ for Event - (2d6+2)

(36) + 2 = 11

Edu 8+ for Advancement - (2d6+2)

(31) + 2 = 6

Aging six terms - (2d6-6)

(25) - 6 = 1

Feb 25, 2017 12:08 am
Term 7 (42-46): Scholar (Physician 2)

Skill Roll (Physician): Persuade 1
Survival: Success!
Event: Disaster but not ejected! - Injured (Str -1 (-3 total)) and gain a Rival
Advancement: Success! Rank 3 - Science (Biology) 1
Aging: -1 - Dex -1 (total -2), End -1 (total -3)
[ +- ] Skills
Last edited February 25, 2017 1:40 am

Rolls

Skill Roll: Physician - (1d6)

(5) = 5

Edu 4+ Survival - (2d6+2)

(53) + 2 = 10

Event Roll - (2d6)

(11) = 2

Event Mishap - (1d6)

(2) = 2

Injury Rolls - (2d6)

(24) = 6

Injury - Reducing Str - (1d6)

(1) = 1

Edu 8+ for Advancement - (2d6+2)

(43) + 2 = 9

Aging seven terms - (2d6-7)

(15) - 7 = -1

Feb 25, 2017 12:18 am
Term 8 (46-50): Scholar (Physician 3)

Skill Roll (Physician): Science (Biology) 2
Survival Roll: Success!
Event: Life Event: 8 - Betrayal! One Contact becomes a Rival
Advancement: Success! New rank 4
Skill Roll (Personal Dev): 3 - Dex +1 (total -1)
Aging: -3 - Str -1 (total -4), Dex -2 (total -3), End -1 (total -4)
[ +- ] Skills
Last edited February 25, 2017 1:40 am

Rolls

Skill Roll: Physician - (1d6)

(6) = 6

Edu 4+ for survival - (2d6+2)

(26) + 2 = 10

Event Roll - (2d6)

(16) = 7

Life Event - (2d6)

(35) = 8

Edu 8+ for Advancement - (2d6+2)

(56) + 2 = 13

Skill Roll: Personal - (1d6)

(3) = 3

Aging eight terms - (2d6-8)

(41) - 8 = -3

Feb 25, 2017 12:26 am
I'm just gonna keep pushing!
Term 9 (50-54): Scholar (Physician 4)

Skill Roll (Physician): 6 - Science (Biology) 3
Survival Roll: Success!
Event: 2 - Disaster but not ejected! 4 - Athletics (Endurance) 1
Advancement: Success! Rank 5 - Science (Sophontology) 2
Skill Roll (Physician): 5 - Persuade 2
Aging: 3 - Feeling good this term
[ +- ] Skills
Last edited February 25, 2017 1:40 am

Rolls

Skill Roll: Physician - (1d6)

(6) = 6

Edu 4+ Survival - (2d6+2)

(64) + 2 = 12

Event Roll - (2d6)

(11) = 2

Event Mishap - (1d6)

(4) = 4

Edu 8+ for Advancement - (2d6+2)

(55) + 2 = 12

Aging ninth term - (2d6-9)

(66) - 9 = 3

Skill Roll: Physician - (1d6)

(5) = 5

Feb 25, 2017 1:49 am
And with that, she considers her next adventure...
Mustering Out!
7 rolls for terms + 3 rolls for rank and DM+1 to all rolls!

3 Cash Rolls, 7 Benefit Rolls:
Cash: 140,000
Benefits (including Agent): 50% Lab Ship, 5 Ship Shares, SOC+2, EDU+1, Scientific Equipment
Pension: 14,000

MIRA ALDERS
Str: 3 (-1) Int: 11 (+1)
Dex: 4 (-1) Edu: 12 (+2)
End: 5 (-1) Soc: 5 (-1)
[ +- ] Skills
1 Contact (A friend from her first days at her Law academy)
2 Rivals (One blames Mira for a disaster that injured many poeple, the other was a friend who was turned against her by Rival 1)
1 Enemy (Criminal boss from her past - over two decade of grudge at this point)
Always a driven and plucky woman, Mira started life low on the rungs of society. Her parents, though poor, worked tirelessly to put Mira through the best education available, nurturing her natural intelligence. A hardy girl, her childhood was nonetheless a rough one and alongside her formal education was a more sinister, informal one. She learned quickly how best to avoid the gangs that roamed her neighbourhood.
1. While she pushed hard for a university education, her parents were simply unable to afford to send Mira anywhere that wouldn't offer her a full scholarship and her only recourse for further education was through an academy. Applying for a position with the police, she quickly set her sights on forensic investigation, refusing to give up her dreams of becoming a doctor. After years of unnecessary (to her eyes) weapons and vehicles training, Mira finally made a break into the more scientific world of crime prevention, taking with her a pair of friends from the academy.
2. However her success was short lived as her quick mind picked up a little too much. She became deeply embroiled in an investigation. One in which all the evidence pointed to a police insider - when she followed the trail to its source she was dismayed to find her superiors, who offered her a choice: Silence, or a messy end. She escaped, barely, and learned more about first aid than she had ever cared to know, staunching her own gunshot shoulder while help arrived.
3. With her injury preventing her from field work, Mira finally made her way to the academic world. Using the connections she'd made at the academy she was able to get a seat in the forensic department as a true scientist. Her past came back to haunt her as her old DI tried to bribe her with advancement to hold her silence in court, but she refused him once more and secured herself a solid place as a forensic investigator through determination and hard study.
4. As Mira entered her thirties, she became much more active in the international field. With constant advancements in technology, she led the field in robotic forensics, giving talks and writing papers on the subject world-wide
5. Her past never quite left her behind, however. Released on good behaviour her old DI came back with a vengeance, trying once more to set Mira up to fail with the temptation of advancement. She spent a year laying low, relying on the success of her career to carry her through, but with the threats of the past coming back, so too did her old shoulder wound, flaring up again and causing her chronic pain.
6. At forty, and feeling especially low about her future, Mira was given a golden, miraculous opportunity - she was offered a position on a new task force dedicated to space travel and cybernetics with her old academy mates. She spent a year reinvigorated, learning once more and finding her new passion. With stellar travel becoming more advanced and less expensive, she was able to embark on a number of orbital experiments into new forms of life support.
7. But disaster struck. After years of research and planning, Mira's own project - a new form of mechano-organic life support - was ready for testing. While some of her peers had reservations about its safety, she was able to convince them to allow her to test it in the field. Her work was imperfect, and the systems she had installed froze mid-mission, almost dooming her and a dozen colleagues to a slow and agonising death. While all hands were rescued, Mira became isolated once more as blame fell squarely on her shoulders.
8. One failure seemed to follow another in Mira's life. While her work continued to break new ground and she rose through the ranks of academia, the peers whose lives she had endangered turned even her closest friends against her.
9. Despite her devotion to her work, she found she could no longer drum up the support or funding needed for her most adventurous projects. Mira began to work by herself, using her knowledge of biology and engineering to train herself - preparing for a final mission to the stars...
Last edited February 25, 2017 2:50 am

Rolls

Cash Rolls (all get +1) - (3d6)

(361) = 10

Benefit Rolls (all get +1) - (7d6)

(6233216) = 23

Mar 1, 2017 3:04 am
Mira's Lab Ship (50%+5mCR paid off):

1 old ship quirk: Jesus, a result of 2 on a lab ship is Leaky Reactor... I think I'm gonna keep ol' Betsy in orbit where she can't IRRADIATE MY EXPERIMENTS or I guess my crew too...
Last edited March 1, 2017 3:07 am

Rolls

Number of Old Ship Table results - (1d6)

(1) = 1

Old Ship Quirk - (2d6)

(11) = 2

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