Character Generation
Character generation is a fairly straight forward process. Each step in the
process starts with some background to help you understand your choices then
takes your through that part. The entire process is made up of the steps
outlined below.
Character Generation Overview
- Select Character Race
- Generate Attributes
- Skill Levels
- Select Background Skills
- Pre-Occupational Training
- Select an Occupation
- Resolve Occupational Terms of Service
- Determine the Effects of Aging
Related Rules
Select Character Race
There are 6 major races in the game. Each is described briefly
here and in greater detail in the settings section.
Choose your character's Race from the following:
-
Human - Humans in this part of the Galaxy are all seeded races, that
is to say that Humans evolved elsewhere and have been transplanted to
a number of local planets. Humans are the single most common lifeform.
They run the full range of skin, hair, and eye colors as Human on modern
day Earth. Average life span is 100 years.
-
Darid - Darids are basically Humans who have been genetically
altered to be warriors. They are strong, quick, and highly
adaptable. Their skin and hair colors run the same range as Humans, though
darker hair tones are more common. Eye colors tend toward brown, green, and
gray. They have two special genetically engineered abilities. The first is
a psychic ability to camouflage themselves and the second is the ability to
see into the near infrared. Average life span is 90 years.
-
Sussarian - Sussarians are a reptilian race. They are a native race though
there is evidence of genetic manipulation to accelerate their evolution.
They are larger and stronger than Humans but not as agile. They are amphibian,
equally at home on land or in water. They are predominately gray though some
green and brown coloration have been seen. Eye color tends toward dark browns
and greens. They are hairless. Average lifespan is 150 years.
-
Tyconian - Tyconians are a humanoid race that evolved on a small, arid planet.
The lower gravity and thinner atmosphere causes them to be somewhat weaker than
Humans and to have slightly larger chests to compensate for the thin air. They
are tall and slender with gracefully pointed ears. They are the founders of the
Tyconian Empire. Average lifespan is 200 years.
-
Neo-Human - Neo-Humans (or Neos) are essentially mutant (or evolved) Humans.
They have an enhanced psionic ability and frequently enhanced physical abilities
as well. Their psionic power is accessed through thin, hairlike tendrils coming
from their scalp. Neos are feared and hated (perhaps envied as well), as a result,
they are hunted as if they were some kind of monsters by most people. They tend to
be very reclusive and distrustful as a result. Average lifespan is 100 years.
-
Kisha - Kisha are essentially winged Humans. It is clear from a close study of
their genetics, that, like the Darid, they were created by the Elders from Human
stock. Unlike the Darid, the Kisha seem to have no clear purpose. A number of
cultures have references to Angels or winged Humans leading to speculation that
the Kisha were used by the Elders to interact with and manipulate primitive cultures.
They are very attractive and graceful making them popular as entertainers. Average
lifespan is 110 years.
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Generate Attributes
There are seven attributes used in the game. Each has a different affect
on your character. Humans are consider the base character and their attributes
are the norm. Other races are deviations from the Human base. Humans roll 2d6
for all attributes which gives them a range of 2 - 12 with an average of 7.
Attributes can be raised with training to a potential of 15.
Non-Human races start with different rolls giving them higher or lower starting
values (and associated advantages or disadvantages). Like Humans, any of their
attributes may be raised to a maximum of 15.
The seven attributes are:
- Strength - A measure of physical strength. Used directly for
contests or feats of strength. Also affects melee damage done and determines
your hit points.
- Dexterity - A measure of your coordination. Used directly for
contests of speed or balance. Determines combat order.
- Endurance - A measure of your overall health. Used directly for
resistance to diseases and toxins. Also affects damage taken and healing
rates.
- Intelligence - A measure of your reasoning ability. Used for
puzzle solving and finding connections. Affects the total number of skills
you can have.
- Education - A rough measure of your education level. Used to
recall obscure facts. Affects the total number of skills you can have.
- Social Standing - A direct measure of your class in society.
Also an indirect measure of your behavior and style of dress. Ratings of
11 or more indicate nobility.
- Psionics - A measure of your mental strength. Used in the
untrained as a resistance to psionic manipulation. Used in the trained
to power and define their psychic abilities.
For each of the seven characteristics, roll the dice corresponding to your
chosen race.
| Race | Str | End |
Dex | Int | Edu |
Soc | Psi |
| Human | 2d6 | 2d6 | 2d6 | 2d6 | 2d6 | 2d6 | 2d6 |
| Darid | 2d5+3 | 2d5+3 | 2d5+3 | 2d6 | 2d6 | 2d6 | 2d5 |
| Sussarian | 2d4+6 | 2d4+6 | 2d5 | 2d6 | 2d6 | 2d6 | 2d3 |
| Kisha | 2d5 | 7+d6 | 8+d5 | 2d6 | 2d6 | 2d6 | 2d6 |
| Tyconian | 2d5 | 2d6 | 2d5 | 2d6+3 | 2d6+3 | 2d6 | 2d5 |
| Neo-Human* | 2d6 | 2d6 | 2d6 | 2d6 | 2d6 | 2d6 | 2d6+3 |
*For Neo-Human, Roll d20 to see if any other attributes are enhanced.
| Roll | Effect | Roll | Effect |
| 1-10 | No further enhancements. |
15-16 | Dex+3 |
| 11-12 | Str+3 |
17-18 | Int+3 |
| 13-14 | End+3 |
19-20 | Roll for an additional attribute.1 |
1No attribute can be enhanced twice. All four may be enhanced.
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Skills Levels
Skills are initially acquired through three possible methods. First, everyone
gets a few Background Skills. Next, each person may opt to go through
Advanced Education such as College, Flight School, Medical School, or
they may enter a military or merchant academy. Finally, each person will go
through at least one, possibly two, occupations.
Each skill improvement earned during character generation increases your
skill level by one. Though unlikely to be an issue during character
creation, note that no skill may exceed the racial maximum for the
governing characteristic. For more details on skills please see the
rules on skill usage and improvement.
There are four types of “skill” awards available during character
generation. The first is an attribute change. This is applied directly to the
specified attribute. The improvement can not raise that attribute above the
attribute maximum of 15. The second is a “direct” skill. When a direct
skill is awarded, the specified skill is acquired at level 1 or improved
by the amount specified. In addition to these, there are two special types
of skills: Cascade and Inclusive. Cascade skills are a short
hand notation to identify of group of related skills. They are indicated
by bold in the rules below. When a cascade skill is selected, the player
must immediately choose one skill from within the cascade as the skill to
be learned or improved. Inclusive skills are typically weapon skills.
Like cascade skills, they include a group of related skills but in this case the
inclusive skill covers the use of any of the included skills.
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Select Background Skills
These skills represent abilities learned as a child. Each character starts
with 4 background skills plus 1 for every 2 points the rolled value of
Edu exceeds 7. So Edu of 9 or 10 would get one bonus skill,
11 or 12, 2 bonus skills, etc. These skills may be chosen by the player
or randomly determined.
| ATV | Small Watercraft | Grav Vehicle |
| Archaic Weapons | Large Blade | Handgun |
| Rifleman | Laser Weapons | Academic |
| Environ | Inborn | Vice |
| Small Blade | Brawling | Performance |
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Pre-Occupational Training
Each player may opt to have his or her character attend College or an Academy.
Only one attempt may be made for admission to either an Academy or College.
If the admission attempt is unsuccessful, skip to the next section. Note:
all rolls are made with 2d6.
A successful roll earns the listed benefits. A missed roll (failure) earns
the listed failure effects, if any.
COLLEGE - Four years in college, if successful, 2 years on failure.
| Admission | 7+ | DM +2 if Edu 9+ |
| Success | 8+ | DM +2 if Int 8+ |
| Honors | 10+ | DM +1 if Int 10+ |
| OTC | 8+ | DM +1 if Soc 8+ |
| NOTC | 9+ | DM +1 if Soc 10+ |
- Admission Benefits: 2 skill awards to spend on Environ
and Inborn.
- Success Benefits: 4 skill awards to spend on Academic and Edu.
+4 years to age.
- Failed Success: 2 skill awards to spend on Academic and Edu.
+2 years to age.
- Honors Benefits: 2 skill awards to spend on Edu and Academic.
- OTC: Commissioned as a Lt. in Army/Marine, 2 skill awards to spend
on choice of Large Blade, Handgun, Combat Rifleman, and SMG.
- NOTC: Commissioned as an Ensign in Navy, 2 skill awards to spend
on choice of Vacc Suit, Space, and Space Tech.
Note: OTC and NOTC are mutually exclusive, attempt only one.
NAVAL ACADEMY - Four years if successful, 2 years on failure.
| Admission | 10+ | DM +2 if Soc 10+ |
| Success | 9+ | DM +2 if Int 8+ |
| Honors | 9+ | DM +1 if Int 9+ |
- Admission Benefits: 2 skill awards to spend on Environ and
Inborn.
- Success Benefits: 4 skill awards to spend on Edu, Vacc Suit,
Astrogation, Engineering, and Academic. Commissioned as an
Ensign in the Navy. +4 years to age.
- Failed Success: 2 skill awards to spend on Edu, Vacc Suit,
Astrogation, Engineering, and Academic. +2 years to age.
- Honors Benefits: 2 skill awards to spend on Edu and
Academic.
MILITARY ACADEMY - Four years if successful, 2 years on failure.
| Admission | 10+ | DM +2 if Str 10+ |
| Success | 9+ | DM +2 if Edu 8+ |
| Honors | 9+ | DM +1 if Int 9+ |
- Admission Benefits: 2 skill awards to spend on Environ and
Inborn.
- Success Benefits: 4 skill awards to spend on Edu, Tactics, Leader,
Heavy Weapons, Forward Observer, Computer, Admin, Large Blade, Handgun,
Combat Rifleman, and SMG. Commissioned as a Lt. in Army/Marine. +4 years to age.
- Failed Success: 2 skill awards to spend on Edu, Tactics, Leader,
Heavy Weapons, Forward Observer, Computer, Admin, Large Blade, Handgun,
Combat Rifleman, and SMG. +2 years to age.
- Honors Benefits: 2 skill awards to spend on Edu and
Academic.
MERCHANT ACADEMY - Four years if successful, 2 years on failure.
| Admission | 9+ | DM +2 if Edu 10+ |
| Success | 9+ | DM +2 if Int 8+ |
| Honors | 9+ | DM +1 if Int 9+ |
- Admission Benefits: 2 skill awards to spend on Environ and
Inborn.
- Success Benefits: 4 skill awards to spend on Edu, Vacc Suit,
Space Tech, Economic, and Space. Commissioned as a
4th Officer in Merchants. +4 years to age.
- Failed Success: 2 skill awards to spend on Edu, Vacc Suit,
Space Tech, Economic, and Space. +2 years to age.
- Honors Benefits: 2 skill awards to spend on Edu and
Academic.
Graduates from any school may attempt to enter Graduate School. Graduate school
may be repeated a second time following the same procedure. A successful completion
of Graduate school earn a Master's Degree. A second successful completion earns
a Doctorate degree. Characters with Doctorates are automatically admitted to the
Scientist profession, if desired. If the character was an academy graduate, they
may choose between Scientist or the appropriate military branch.
Honor graduates from any school may attempt to enter Medical School. If
successful, the character gains the title of Doctor. The character is
automatically accepted as a Doctor. If the character was an academy
graduate, the player may choose between the Doctor occupation or the
appropriate military branch.
Graduates of the Naval or Military Academy may attempt to enter Flight School
(basically fighter training). Success allows the character to enter
either the Aviator occupation or to the appropriate military branch.
Naval Academy honors graduates have automatic admission to Flight School, if
desired.
GRADUATE SCHOOL - Two years if successful, 1 year on failure.
| Admission | 9+ | DM +1 if Edu 9+; DM +2 if Honors |
| Success | 8+ | DM +2 if Edu 8+ |
| Honors | 11+ | DM +1 if Edu 11+ |
- Admission Benefits: 1 skill award to spend in Edu, Academic,
or Science.
- Success Benefits: 2 skill awards to spend on any combination of
Edu, Academic, and Science. +2 years to age.
- Failed Success: 1 skill awards to spend on any combination of
Edu, Academic, and Science. +1 years to age. No further attempts may be
made.
- Honors Benefits: 1 skill awards to spend on Science,
Academic, and Technical.
Note: A Master's is earned on first success, a Doctorate on
second success. School may be attended a maximum of two times.
MEDICAL SCHOOL - Four years if successful, 2 years on failure.
| Admission | 9+ | DM +2 if Edu 10+ (Note must be honors graduate) |
| Success | 8+ | DM +2 if Edu 8+ |
| Honors | 11+ | DM +1 if Edu 11+ |
- Admission Benefits: 1 skill award in Medical and 1 skill
award in Xeno-medicine.
- Success Benefits: 6 skill awards to spend on any combination of
Edu, Medical, and Xeno-medicine. +4 years to age. Earns title of Doctor.
- Failed Success: 3 skill awards to spend on any combination of
Edu, Medical, and Xeno-medicine. +2 years to age.
- Honors Benefits: 2 skill awards to spend on Medical,
Xeno-medicine, and Computer.
FLIGHT SCHOOL - Two years if successful, 1 year on failure.
| Admission | 9+ | DM +1 if Dex 9+ (Note must be Naval or
Military Academy graduate) |
| Success | 7+ | DM +1 if Int 8+ |
- Admission Benefits: 1 skill award in Space and
1 skill award in Space Combat
- Success Benefits: 4 skill awards to spend on Space
and Space Combat. +2 years to age.
- Failed Success: 2 skill awards to spend on Space
and Space Combat. +1 years to age.
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Select an Occupation
Choose from the following occupations:
- Soldier - A member of the ground forces or ship's troops. This
occupation covers strike forces, traditional army, landing forces, marines,
and ship's troops.
- Navy - A member of the space forces. Covers every member of a space
ship from pilot to engineer.
- Aviator - A soldier trained to fly small craft (i.e. space or
atmospheric fighters) in both space and in the atmosphere.
- Scout - A special branch of the service charged with exploring and
charting space and first contact with new cultures.
- Law Enforcer - Police and private investigators.
- Doctor - Medical professional.
- Scientist - Trained researcher or specialist in technical or theoretical
fields.
- Merchant - Independent business person or entrepreneur. Specifically
one in the business of hauling cargo between worlds via a space ship.
- Rogue - Criminal, possibly part of Organized Crime but may be a
freelance.
- Pirate - Space pirates preying on merchant ships or lightly defended
outposts.
- Spy - Members of the intelligence organizations. Can be government
or corporate sponsored. Trained in stealth and deception.
- Noble - One of noble or near noble birth. Not a profession per se but
more a lifestyle.
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Resolve Occupational Terms of Service
Characters that have graduated from an Academy, Flight School, Medical School,
Graduate School, or College OTC or NOTC are automatically admitted to the
appropriate occupation. All other characters must roll for acceptance to an
occupation. The occupations may be tried in any order but only one attempt
each may be made. If all of the occupations are attempted and failed, a
second attempt may be made to each until you make a successful acceptance
roll. Note that there may be DM's on the acceptance roll. Anyone with a
Soc of 10+ is automatically accepted as a Noble, if they so choose.
Once accepted, the player should note any Automatic Skills earned for that
occupation. Also note that certain occupations gain Automatic Skills
based on rank as well (see position and promotion below).
Next the player must roll for survival (note the DM's). A failed survival
roll forces an immediate mustering out with half experience for that term
and the character only ages 2 years.
Some occupations hold the chance for positions of responsibility. Each term
roll for promotion. This represents advancement through the enlisted ranks.
Additionally, each term roll for position. Position can only be achieved once
per profession and represents advancing from enlisted (or line staff) to
officer (or management). Once position is achieved, future promotions advance
you through the officer ranks. Always check for position first then promotion.
It is possible to achieve position and earn a promotion in the same term.
Every term a roll is made to see if the character had special duty that
term. Special duty gains two extra skill awards.
The term is now complete and the character ages 4 years. The character gains
skill points as shown for each occupation. These skill awards can be spent on
any of the skills listed for the given occupation. Some of the listed skills
are attributes. This indicates that the skill awards may be spent to improve the
listed attributes. Soc (Social Standing) is a special case and can
only be increased to a maximum of 10 (a Soc beyond 10 is Nobility and
can only be earned during play or via the Noble profession). Note
that certain criminal occupations may incur a decrease to Soc - in
that case it may not fall below 1.
If the survival roll was successful, the player must attempt the re-enlist
roll. A roll above the value shown indicates the character may continue in
that occupation for another term if they choose. A roll of exactly twelve
means the character must complete an additional term in that
occupation. A missed re-enlistment roll means the character is forced to
muster out.
A player may elect to have his or her character change occupations once during
character creation. To do so, a character must muster out of his or her
current occupation and attempt to be accepted into a new occupation. At no
time may the character attempt to re-enter their previous occupation and only
one attempt may be made for each other occupation. If all attempts to enter a
second occupation fail, the character may not make any additional attempts and
must enter the game at this time.
At the completion of each term, the player should allocate all of their skill
awards. Remember that cascade skills must be specified. The player may
choose from any of the skills listed for their profession. Note that the
skills are divided into categories. One category, Advanced Education
Table II has a prerequisite of an Edu of 8 or higher.
When a character elects or is forced to muster out, he or she receives one roll
on the mustering out tables for each term of service. The rolls may be divided
between benefits and cash as desired. Characters with an officer rank of 5 or 6
may add one to their rolls on the benefits table. Characters with Gambling may
add one to their rolls on the cash table.
Soldier
| Task | Roll | DMs |
| Acceptance | 7+ | DM +1 if End 5+ |
| DM +2 if Str 8+ |
| Survival | 5+ | DM +2 if End 7+ |
| Position | 7+ | DM +1 if Edu 7+ |
| Promotion | 8+ | DM +1 if Int 8+ |
| Special Duty | 5+ | |
| Re-enlist | 6+ | |
| 1. Personal Development |
2. Service Skills |
| 1. | Physical |
1. | ATV |
| 2. | +1 Dex |
2. | Vacc Suit |
| 3. | Physical |
3. | Blade Combat |
| 4. | Vice |
4. | Special Combat |
| 5. | Hand Combat |
5. | Hand Combat |
| 6. | Blade Combat |
6. | Gun Combat |
| 3. Advanced Education |
4. Advanced Education II |
| 1. | Vehicle |
1. | Field Medic |
| 2. | Technical |
2. | Tactics |
| 3. | Gun Combat |
3. | Tactics |
| 4. | Tactics |
4. | Technical |
| 5. | Special Combat |
5. | Inborn |
| 6. | Blade Combat |
6. | Interpersonal |
Mustering Out Benefits
| 1. Benefits |
2. Cash |
| 1. | 3rd Class Passage |
1. | Cr2,000 |
| 2. | +1 Int |
2. | Cr5,000 |
| 3. | +1 Edu |
3. | Cr10,000 |
| 4. | Weapon |
4. | Cr10,000 |
| 5. | Travellers' |
5. | Cr20,000 |
| 6. | 1st Class Passage |
6. | Cr30,000 |
| 7. | +1 Soc |
7. | Cr40,000 |
Table of Ranks
| Enlisted |
Officer |
| 1. | Private |
1. | Lieutenant |
| 2. | Corporal |
2. | Captain |
| 3. | Sergeant |
3. | Major |
| 4. | Master Sergeant |
4. | Lt. Colonel |
| 5. | First Sergeant |
5. | Colonel |
| 6. | Sergeant Major |
6. | General |
| Automatic Skills |
| Acceptance | Combat Rifleman |
| Lieutenant | Handgun |
| Skill Eligibility |
| Survival Success | 4 Skills |
| Survival Failure | 2 Skills |
| Special Duty | 2 Skills |
| Position | 1 Skill |
| Promotion | 1 Skill |
Navy
| Task | Roll | DMs |
| Acceptance | 8+ | DM +1 if Int 8+ |
| DM +2 if Edu 9+ |
| Survival | 5+ | DM +2 if Int 7+ |
| Position | 10+ | DM +1 if Soc 9+ |
| Promotion | 8+ | DM +1 if Edu 8+ |
| Special Duty | 5+ | |
| Re-enlist | 6+ | |
| 1. Personal Development |
2. Service Skills |
| 1. | Physical |
1. | Ship's Boat |
| 2. | +1 Dex |
2. | Vacc Suit |
| 3. | +1 End |
3. | Forward Observer |
| 4. | Vice |
4. | Special Combat |
| 5. | Mental |
5. | Hand Combat |
| 6. | +1 Soc |
6. | Gun Combat |
| 3. Advanced Education |
4. Advanced Education II |
| 1. | Vacc Suit |
1. | Field Medic |
| 2. | Technical |
2. | Astrogation |
| 3. | Technical |
3. | Space Tech |
| 4. | Space |
4. | Technical |
| 5. | Space Combat |
5. | Space |
| 6. | Inborn |
6. | Interpersonal |
Mustering Out Benefits
| 1. Benefits |
2. Cash |
| 1. | 3rd Class Passage |
1. | Cr1,000 |
| 2. | +1 Int |
2. | Cr5,000 |
| 3. | +2 Edu |
3. | Cr5,000 |
| 4. | Weapon |
4. | Cr10,000 |
| 5. | Travellers' |
5. | Cr20,000 |
| 6. | 1st Class Passage |
6. | Cr50,000 |
| 7. | +2 Soc |
7. | Cr50,000 |
Table of Ranks
| Enlisted |
Officer |
| 1. | Space Hand |
1. | Ensign |
| 2. | Petty Officer |
2. | Lieutenant |
| 3. | Petty Officer 1st Class |
3. | Lt. Commander |
| 4. | Chief Petty Officer |
4. | Commander |
| 5. | Senior Chief |
5. | Captain |
| 6. | Master Chief |
6. | Admiral |
| Automatic Skills |
| Captain | +1 Soc |
| Admiral | +1 Soc |
| Skill Eligibility |
| Survival Success | 4 Skills |
| Survival Failure | 2 Skills |
| Special Duty | 2 Skills |
| Position | 1 Skill |
| Promotion | 1 Skill |
Aviator
| Task | Roll | DMs |
| Acceptance | 6+ | DM +1 if Str 7+ |
| DM +2 if Dex 9+ |
| Survival | 5+ | DM +2 if Dex 8+ |
| Position | 5+ | DM +1 if Edu 6+ |
| Promotion | 8+ | DM +1 if Edu 8+ |
| Special Duty | 6+ | |
| Re-enlist | 6+ | |
| 1. Personal Development |
2. Service Skills |
| 1. | Physical |
1. | Hand Combat |
| 2. | +1 Dex |
2. | Vacc Suit |
| 3. | +1 End |
3. | Gun Combat |
| 4. | Vice |
4. | Vehicle |
| 5. | Hand Combat |
5. | Vehicle |
| 6. | Inborn |
6. | Vehicle |
| 3. Advanced Education |
4. Advanced Education II |
| 1. | Aircraft |
1. | Field Medic |
| 2. | Technical |
2. | Inborn |
| 3. | Technical |
3. | Space |
| 4. | Technical |
4. | Technical |
| 5. | Gun Combat |
5. | Inborn |
| 6. | Survival |
6. | Interpersonal |
Mustering Out Benefits
| 1. Benefits |
2. Cash |
| 1. | 3rd Class Passage |
1. | Cr2,000 |
| 2. | +1 Edu |
2. | Cr5,000 |
| 3. | Weapon |
3. | Cr10,000 |
| 4. | Weapon |
4. | Cr10,000 |
| 5. | 1st Class Passage |
5. | Cr10,000 |
| 6. | 2nd Class Passage |
6. | Cr20,000 |
| 7. | +1 Soc |
7. | Cr30,000 |
Table of Ranks
| Enlisted |
Officer |
| 1. | Private |
1. | Pilot |
| 2. | Corporal |
2. | Flight Leader |
| 3. | Sergeant |
3. | Squadron Leader |
| 4. | Master Sergeant |
4. | Staff Major |
| 5. | First Sergeant |
5. | Group Leader |
| 6. | Sergeant Major |
6. | Air Marshal |
| Automatic Skills |
| Acceptance | Vehicle |
| Skill Eligibility |
| Survival Success | 4 Skills |
| Survival Failure | 2 Skills |
| Special Duty | 2 Skills |
| Position | 1 Skill |
| Promotion | 1 Skill |
Scouts
| Task | Roll | DMs |
| Acceptance | 7+ | DM +1 if Int 6+ |
| DM +2 if Str 8+ |
| Survival | 7+ | DM +2 if End 9+ |
| Position | – | |
| Promotion | – | |
| Special Duty | 4+ | |
| Re-enlist | 3+ | |
| 1. Personal Development |
2. Service Skills |
| 1. | Physical |
1. | Grav Vehicle |
| 2. | +1 Dex |
2. | Vacc Suit |
| 3. | +1 End |
3. | Technical |
| 4. | Vice |
4. | Space |
| 5. | Mental |
5. | Technical |
| 6. | Gun Combat |
6. | Inborn |
| 3. Advanced Education |
4. Advanced Education II |
| 1. | Vehicle |
1. | Field Medic |
| 2. | Technical |
2. | Space |
| 3. | Technical |
3. | Space Tech |
| 4. | Inborn |
4. | Technical |
| 5. | Space Combat |
5. | Inborn |
| 6. | Special Combat |
6. | Interpersonal |
Mustering Out Benefits
| 1. Benefits |
2. Cash |
| 1. | 3rd Class Passage |
1. | Cr20,000 |
| 2. | +2 Int |
2. | Cr20,000 |
| 3. | +2 Edu |
3. | Cr30,000 |
| 4. | Weapon |
4. | Cr30,000 |
| 5. | Weapon |
5. | Cr50,000 |
| 6. | Scout Ship |
6. | Cr50,000 |
| 7. | |
7. | Cr50,000 |
| Automatic Skills |
| Scout | Pilot |
| Skill Eligibility |
| Survival Success | 4 Skills |
| Survival Failure | 2 Skills |
| Special Duty | 3 Skills |
| Even Term Bonus1 | 1 Skills |
1Scouts gain a bonus skill every even term.
Law Enforcer
| Task | Roll | DMs |
| Acceptance | 6+ | DM +1 if Int 7+ |
| DM +2 if Dex 10+ |
| Survival | 6+ | DM +2 if Int 7+ |
| Position | 6+ | DM +1 if Edu 7+ |
| Promotion | 8+ | DM +1 if Int 8+ |
| Special Duty | 4+ | |
| Re-enlist | 6+ | |
| 1. Personal Development |
2. Service Skills |
| 1. | Physical |
1. | Streetwise |
| 2. | +1 Dex |
2. | Vehicle |
| 3. | Mental |
3. |
Inborn |
| 4. | Hand Combat |
4. | Hand Combat |
| 5. | Vice |
5. | Blade Combat |
| 6. | Gambling |
6. | Gun Combat |
| 3. Advanced Education |
4. Advanced Education II |
| 1. | Vice |
1. | Legal |
| 2. | Forensic |
2. | Inborn |
| 3. | Environ |
3. | Economic |
| 4. | Tactics |
4. | Interview |
| 5. | Technical |
5. | Forensic |
| 6. |
Interrogation |
6. | Interpersonal |
Mustering Out Benefits
| 1. Benefits |
2. Cash |
| 1. | 3rd Class Passage |
1. | Cr1,000 |
| 2. | +1 Int |
2. | Cr2,000 |
| 3. | Forensic Kit |
3. | Cr5,000 |
| 4. | Weapon |
4. | Cr7,500 |
| 5. | 1st Class Passage |
5. | Cr10,000 |
| 6. | +1 Soc |
6. | Cr25,000 |
| 7. | Travellers' |
7. | Cr50,000 |
Table of Ranks
| Enlisted |
Officer |
| 1. | Cadet |
1. | Captain |
| 2. | Officer |
2. | Inspector |
| 3. | Corporal |
3. | Commander |
| 4. | Detective |
4. | Deputy Chief |
| 5. | Sergeant |
5. | Chief |
| 6. | Lieutenant |
6. |
Commissioner |
| Automatic Skills |
| Acceptance | Streetwise |
| Detective | Interrogation |
| Commander | Administration |
| Commissioner | Liaison |
| Skill Eligibility |
| Survival Success | 4 Skills |
| Survival Failure | 2 Skills |
| Special Duty | 2 Skills |
| Position | 1 Skill |
| Promotion | 1 Skill |
Rogue
| Task | Roll | DMs |
| Acceptance | 6+ |
DM +1 if Soc 8- |
| DM +2 if End 7+ |
| Survival | 7+ | DM +2 if Int 9+ |
| Position | – | |
| Promotion | – | |
| Special Duty | 5+ | |
| Re-enlist | 5+ | |
| 1. Personal Development |
2. Service Skills |
| 1. | Physical |
1. | Hand Combat |
| 2. | +1 Dex |
2. | Gun Combat |
| 3. | +1 End |
3. | Demolition |
| 4. | Vice |
4. | Vehicle |
| 5. | Hand Combat |
5. | +1 Edu |
| 6. | Carousing |
6. | Vehicle |
| 3. Advanced Education |
4. Advanced Education II |
| 1. | Vice |
1. | Field Medic |
| 2. | Vice |
2. | Vice |
| 3. | Streetwise |
3. | Vice |
| 4. | Inborn |
4. | Technical |
| 5. | Interpersonal |
5. | Inborn |
| 6. | Tactics |
6. | Inborn |
Mustering Out Benefits
| 1. Benefits |
2. Cash |
| 1. | 3rd Class Passage |
1. | – |
| 2. | +1 Soc |
2. | – |
| 3. | Weapon |
3. | Cr10,000 |
| 4. | Weapon |
4. | Cr10,000 |
| 5. | Travellers' |
5. | Cr50,000 |
| 6. | 1st Class Passage |
6. | Cr100,000 |
| 7. | |
7. | Cr100,000 |
| Automatic Skills |
| Acceptance | Streetwise |
| Skill Eligibility |
| Survival Success | 4 Skills |
| Survival Failure | 2 Skills |
| Special Duty | 3 Skills |
| Even Term Bonus1 | 1 Skills |
1Rogues gain a bonus skill every even term.
Doctor
| Task | Roll | DMs |
| Acceptance | 9+ | DM +1 if Int 8+ |
| DM +2 if Dex 9+ |
| Survival | 4+ | DM +2 if Int 8+ |
| Position | – | |
| Promotion | – | |
| Special Duty | 6+ | |
| Re-enlist | 4+ | |
| 1. Personal Development |
2. Service Skills |
| 1. | +1 Str |
1. | +1 Dex |
| 2. | +1 Dex |
2. | Technical |
| 3. | +1 End |
3. | Medical |
| 4. | Mental |
4. | Vice |
| 5. | +1 Edu |
5. | Medical |
| 6. | +1 Soc |
6. | Blade Combat |
| 3. Advanced Education |
4. Advanced Education II |
| 1. | Medical |
1. | Medical |
| 2. | Medical |
2. | Science |
| 3. | Technical |
3. | Interpersonal |
| 4. | Technical |
4. | Technical |
| 5. | Technical |
5. | Mental |
| 6. | Academic |
6. | Academic |
Mustering Out Benefits
| 1. Benefits |
2. Cash |
| 1. | 3rd Class Passage |
1. | Cr20,000 |
| 2. | +1 Edu |
2. | Cr20,000 |
| 3. | +1 Edu |
3. | Cr20,000 |
| 4. | Weapon |
4. | Cr30,000 |
| 5. | Instrument |
5. | Cr40,000 |
| 6. | 2nd Class Passage |
6. | Cr60,000 |
| 7. | |
7. | Cr100,000 |
| Automatic Skills |
| Acceptance | Medical |
| Skill Eligibility |
| Survival Success | 4 Skills |
| Survival Failure | 2 Skills |
| Special Duty | 3 Skills |
| Even Term Bonus1 | 1 Skills |
1Doctors gain a bonus skill every even term.
Scientist
| Task | Roll | DMs |
| Acceptance | 6+ | DM +1 if Int 9+ |
| DM +2 if Edu 10+ |
| Survival | 5+ | DM +2 if Edu 9+ |
| Position | – | |
| Promotion | – | |
| Special Duty | 5+ | |
| Re-enlist | 5+ | |
| 1. Personal Development |
2. Service Skills |
| 1. | +1 Str |
1. | Gun Combat |
| 2. | +1 Dex |
2. | Hand Combat |
| 3. | +1 End |
3. | Inborn |
| 4. | Mental |
4. | Vehicle |
| 5. | Interpersonal |
5. | Space Tech |
| 6. | Inborn |
6. | Environ |
| 3. Advanced Education |
4. Advanced Education II |
| 1. | Technical |
1. | Science |
| 2. | Technical |
2. | Science |
| 3. | Technical |
3. | Academic |
| 4. | Technical |
4. | Inborn |
| 5. | Academic |
5. | Mental |
| 6. | Academic |
6. | Academic |
Mustering Out Benefits
| 1. Benefits |
2. Cash |
| 1. | 3rd Class Passage |
1. | Cr1,000 |
| 2. | 2nd Class Passage |
2. | Cr2,000 |
| 3. |
1st Class Passage |
3. | Cr5,000 |
| 4. | +1 Soc |
4. | Cr10,000 |
| 5. | Weapon |
5. | Cr20,000 |
| 6. | Lab Ship |
6. | Cr30,000 |
| 7. | |
7. | Cr40,000 |
| Automatic Skills |
| Acceptance | Technical |
| Skill Eligibility |
| Survival Success | 4 Skills |
| Survival Failure | 2 Skills |
| Special Duty | 3 Skills |
| Even Term Bonus1 | 1 Skills |
1Scientists gain a bonus skill every even term.
Merchant
| Task | Roll | DMs |
| Acceptance | 7+ | DM +1 if Str 7+ |
| DM +2 if Int 6+ |
| Survival | 5+ | DM +2 if Int 7+ |
| Position | 4+ | DM +1 if Int 6+ |
| Promotion | 10+ | DM +1 if Int 9+ |
| Special Duty | 4+ | |
| Re-enlist | 4+ | |
| 1. Personal Development |
2. Service Skills |
| 1. | Physical |
1. | Vehicle |
| 2. | +1 Dex |
2. | Vacc Suit |
| 3. | +1 End |
3. | Inborn |
| 4. | Hand Combat |
4. | Interpersonal |
| 5. | Blade Combat |
5. | Technical |
| 6. | Vice |
6. | Gun Combat |
| 3. Advanced Education |
4. Advanced Education II |
| 1. | Streetwise |
1. | Field Medic |
| 2. | Technical |
2. | Space |
| 3. | Technical |
3. | Space Tech |
| 4. | Space |
4. | Technical |
| 5. | Space Combat |
5. | Exploratory |
| 6. | Academic |
6. | Economic |
Mustering Out Benefits
| 1. Benefits |
2. Cash |
| 1. | 3rd Class Passage |
1. | Cr1,000 |
| 2. | +1 Int |
2. | Cr5,000 |
| 3. | +2 Edu |
3. | Cr10,000 |
| 4. | Weapon |
4. | Cr10,000 |
| 5. | Weapon |
5. | Cr10,000 |
| 6. | 3rd Class Passage |
6. | Cr20,000 |
| 7. | Trader |
7. | Cr50,000 |
Table of Ranks
| Enlisted |
Officer |
| 1. | Space Hand |
1. | 4th Officer |
| 2. | Petty Officer |
2. | 3rd Officer |
| 3. | Petty Officer 1st Class |
3. | 2nd Officer |
| 4. | Chief Petty Officer |
4. | 1st Officer |
| 5. | Senior Chief |
5. | Captain |
| 6. | Master Chief |
6. | Line Commodore |
| Automatic Skills |
| 1st Officer | Pilot |
| Skill Eligibility |
| Survival Success | 4 Skills |
| Survival Failure | 2 Skills |
| Special Duty | 2 Skills |
| Position | 1 Skill |
| Promotion | 1 Skill |
Pirate
| Task | Roll | DMs |
| Acceptance | 7+ | DM +1 if Soc 7- |
| DM +2 if End 9+ |
| Survival | 6+ | DM +2 if Int 8+ |
| Position | 9+ | DM +1 if Str 10+ |
| Promotion | 8+ | DM +1 if Int 9+ |
| Special Duty | 5+ | |
| Re-enlist | 7+ | |
| 1. Personal Development |
2. Service Skills |
| 1. | Physical |
1. | Space |
| 2. | +1 Dex |
2. | Zero-G Environ |
| 3. | +1 End |
3. | Gun Combat |
| 4. | Vice |
4. | Special Combat |
| 5. | Hand Combat |
5. | Blade Combat |
| 6. | Blade Combat |
6. | Gun Combat |
| 3. Advanced Education |
4. Advanced Education II |
| 1. | Vice |
1. | Pilot |
| 2. | Technical |
2. | Space |
| 3. | Gunnery |
3. | Vice |
| 4. | Ship Tactics |
4. | Technical |
| 5. | Tactics |
5. | Inborn |
| 6. | Space |
6. | Technical |
Mustering Out Benefits
| 1. Benefits |
2. Cash |
| 1. | 3rd Class Passage |
1. | – |
| 2. | +1 Int |
2. | – |
| 3. | Weapon |
3. | Cr1,000 |
| 4. | Letter |
4. | Cr10,000 |
| 5. | -1 Soc |
5. | Cr50,000 |
| 6. | 2nd Class Passage |
6. | Cr50,000 |
| 7. | Corsair |
7. | Cr50,000 |
Table of Ranks
| Enlisted |
Officer |
| 1. | Recruit |
1. | Ensign |
| 2. | Henchmen |
2. | Lieutenant |
| 3. | Corporal |
3. | Lt. Commander |
| 4. | Sergeant |
4. | Commander |
| 5. | Master Sergeant |
5. | Captain |
| 6. | Sergeant Major |
6. | Commodore |
| Automatic Skills |
| Acceptance | Hand Combat |
| Lieutenant | Pilot |
| Skill Eligibility |
| Survival Success | 4 Skills |
| Survival Failure | 2 Skills |
| Special Duty | 2 Skills |
| Position | 1 Skill |
| Promotion | 1 Skill |
Spy
| Task | Roll | DMs |
| Acceptance | 6+ | DM +1 if Int 7+ |
| DM +2 if End 7+ |
| Survival | 6+ | DM +2 if Int 8+ |
| Position | – | |
| Promotion | – | |
| Special Duty | 4+ | |
| Re-enlist | 6+ | |
| 1. Personal Development |
2. Service Skills |
| 1. | Physical |
1. | Demolition |
| 2. | +1 Dex |
2. | Gun Combat |
| 3. | Mental |
3. | Vehicle |
| 4. | Vice |
4. | Hand Combat |
| 5. | Hand Combat |
5. | Vice |
| 6. | Blade Combat |
6. | Inborn |
| 3. Advanced Education |
4. Advanced Education II |
| 1. | Vice |
1. | Field Medic |
| 2. | Forensics |
2. | Interpersonal |
| 3. | Vehicle |
3. | Vehicle |
| 4. | Gun Combat |
4. | Gun combat |
| 5. | Tactics |
5. | Technical |
| 6. | Interrogation |
6. |
Interrogation |
Mustering Out Benefits
| 1. Benefits |
2. Cash |
| 1. | 3rd Class Passage |
1. | Cr1,000 |
| 2. | +1 Int |
2. | Cr2,000 |
| 3. | Forensics Kit |
3. | Cr5,000 |
| 4. | Weapon |
4. | Cr7,500 |
| 5. | 1st Class Passage |
5. | Cr10,000 |
| 6. | +1 Soc |
6. | Cr25,000 |
| 7. | Travellers' |
7. | Cr50,000 |
Table of Ranks
| Enlisted |
Officer |
| 1. | Recruit |
1. | Supervisor |
| 2. | Agent 3rd Class |
2. | Senior Supervisor |
| 3. | Agent 2nd Class |
3. | Manager |
| 4. | Agent 1st Class |
4. | Senior Manager |
| 5. | Special Agent |
5. | Bureau Chief |
| 6. | Senior Agent |
6. | Director |
| Automatic Skills |
| Acceptance | Carousing |
| Director | Diplomacy |
| Skill Eligibility |
| Survival Success | 4 Skills |
| Survival Failure | 2 Skills |
| Special Duty | 2 Skills |
| Position | 1 Skill |
| Promotion | 1 Skill |
Noble
| Task | Roll | DMs |
| Acceptance | (Special) | |
| Survival | 4+ | |
| Position | 5+ | DM +1 if Edu 9+ |
| Promotion | 12+ | DM +1 if Int 10+ |
| Special Duty | 6+ | |
| Re-enlist | 4+ | |
| 1. Personal Development |
2. Service Skills |
| 1. | Physical |
1. | Gun Combat |
| 2. | +1 Dex |
2. | Hand Combat |
| 3. | +1 End |
3. | Inborn |
| 4. | Mental |
4. | Vehicle |
| 5. | Vice |
5. | Vice |
| 6. | Hand Combat |
6. | +1 Dex |
| 3. Advanced Education |
4. Advanced Education II |
| 1. | Space |
1. | Science |
| 2. | Ship's Boat |
2. | Technical |
| 3. | Vehicle |
3. | Academic |
| 4. | Astrogation |
4. | Interpersonal |
| 5. | Space Tech |
5. | Inborn |
| 6. | Leader |
6. | Inborn |
Mustering Out Benefits
| 1. Benefits |
2. Cash |
| 1. | 3rd Class Passage |
1. | Cr10,000 |
| 2. | 1st Class Passage |
2. | Cr10,000 |
| 3. | Weapon |
3. | Cr50,000 |
| 4. | Weapon |
4. | Cr50,000 |
| 5. | Travellers' |
5. | Cr100,000 |
| 6. | Yacht |
6. | Cr100,000 |
| 7. | – |
7. | Cr200,000 |
Table of Ranks
| |
A | 1st Citizen |
|
| |
B | Baron |
|
| |
C | Viscount |
|
| |
D | Count |
|
| |
E | Marquis |
|
| |
F | Duke |
|
| Automatic Skills |
| Acceptance | Blade Combat |
| Skill Eligibility |
| Survival Success | 4 Skills |
| Survival Failure | 2 Skills |
| Special Duty | 2 Skills |
| Position | 1 Skill |
| Promotion | 1 Skill |
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Retirement and Pensions
Any character completing 5 terms (20 years) in a occupation may retire on
their fifth or later term (i.e. muster out). They will receive a pension
equal to Cr2000 time the number of terms served. The five terms must be gained
continuously within a single occupation.
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Determine the Effects of Aging
Each time one of the critical ages shown below is reached, the
character must make saving throws to avoid a reduction is his or
her attribute levels. Missing the roll results in the attribute
being reduced by the amount shown. This reduction is not only
applied to the current value but also to the maximum potential.
Eventually, the current value or the maximum potential will
reach zero and the character will expire from old age.
Note that the table is for Human lifespans of 100 years. Pro-rate
the critical ages based on the non-Human lifespans.
Aging Tables
| Age |
Str |
Dex |
End |
Int |
Term |
| 34 |
-1 (8+) |
-1 (7+) |
-1 (8+) |
-- |
4 |
| 38 |
-1 (8+) |
-1 (7+) |
-1 (8+) |
-- |
5 |
| 42 |
-1 (8+) |
-1 (7+) |
-1 (8+) |
-- |
6 |
| 46 |
-1 (8+) |
-1 (7+) |
-1 (8+) |
-- |
7 |
| 50 |
-1 (9+) |
-1 (8+) |
-1 (9+) |
-- |
8 |
| 54 |
-1 (9+) |
-1 (8+) |
-1 (9+) |
-- |
9 |
| 58 |
-1 (9+) |
-1 (8+) |
-1 (9+) |
-- |
10 |
| 62 |
-1 (9+) |
-1 (8+) |
-1 (9+) |
-- |
11 |
| 66+ |
-2 (9+) |
-2 (9+) |
-2 (9+) |
-1 (9+) |
12 |
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