Rolls: A99BA6. Okay, keeping these dice! 3 for gender, so a big, bright male. What sort of career should this guy have? And as I am trying to fill out my as-of-yet-to-be-determined high port think I'll try the Cargonauts version of the Starport Authority. This one falls into the Classic mode of character generation: 1-2 skills a year with extras for commissions and promotions.
Being a big guy, and never having rolled up Customs/Security agent, we'll see how that goes.
An 8 ensures he meets the requirements as he also has a Dex & Int bonus, effectively an 11. They really like him!
Term 1
Survival Roll: 4 + 2 = 6, barely squeaking by.
Commission: 7 +1 = 8, so he does not meet the high standards to get a commission.
Skills: +1 Endurance, and Liaison-1. Smooth talker, and he is working out a lot.
Reenlist: 5 is a barely a success. After that near miss in surviving, he was thinking about a change in career plans.
Term 2
Survival: 6 + 2, much safer this term!
Commission: 8 + 1, so just barely gets commissioned to Lieutenant
Promotion: 5 + 1, so no, did not meet that requirement.
Skills (1 for the term, 1 for commission): Gambling-1, Recruiting-1. He is a poster child for the port authority.
Reenlistment: 11. The commission got his juices flowing, and the SPA likes how he did this term!
Term 3
Survive: 6 + 2, again a bit dangerous but not too bad.
Promotion: boxcars! 12, so rank 2, a Captain in the SPA Security Division.
Skills: Streetwise-1, Wheeled Vehicle-1. This term he was at a down port, and his security duties would often take him outside the perimeter where he learned to both drive the cheap port wheeled vehicles and face the mean streets of Startown.
Reenlistment: 11. Still juiced now that he made captain, and the SPA thinks he is capable of great things!
Term 4
Survive: 4 + 2! Something drastic happened yet our hero survived another term!
Promotion: 5 + 1 for 6, so no promotion this year.
Skill: Brawling-1. Still on those mean streets apparently!
Aging rolls: he failed the dex roll, so A8ABA6. Still an outstanding physical specimen.
He passed the reenlistment roll, but will he go another term? I think so - I'd like 1 more promotion and retirement pay may be nice. So off to the 5th term.
Term 5
Survive: 9 + 2 for an 11, a no thrills term.
Promotion: 7 + 1 = 8, still short of a promotion.
Skill: picking the personal, maybe boost our dexterity back up. Brawling-2. Guess he got into more fights!
Reenlist: an 8, so he can if he wants to. Let's see how those aging rolls come out: 9, 10, 9 - he ages gracefully! Yes, we'll try once more for that promotion and a bit extra retirement pay.
Term 6
Survive: 4 + 2 for just making that check. Getting too old for this shit, so he is going to retire at the end of this term,
Promotion: 8 + 1 for just barely a promotion. Inspector, Rank 3.
Skills: going with customs skills as I just realized I never rolled on that table. Blade-1 and Autopistol-1. The blade is a big utility knife, as in really big, and going with the autopistol is the weapon of choice for SPA Security.
Reenlistment roll of 5, so I can retire this term.
Aging rolls: 11, 6, 6. So dexterity & endurance both take a hit, leaving this 42-year-old at A79BA6. Still buff but talks about his glory days at the local bars.
Mustering Out
With 6 terms and rank 3, there are 8 rolls to be made. With a limit of 3 on the cash, and having Gambling, we'll start there.
- 1, 6, 5 for 2, 7 and 6. So Cr 3,000, Cr20,000 and Cr50,000 for Cr 73,000. Interestingly the security/customs people match the admins for cash, and the services divisions (ship services, port services, the people who check on the ships and sweep the floors) top out at half.
- Low passagex2
- Gun - getting his service autopistol; he's comfortable with it
- +1 Education x2
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