All characters begin as untrained, inexperienced young people of
about 18 years of age. Then you do these things to generate your
character:
- Generate your characteristics.
- Name your character.
- Acquire skills and expertise through
enlistment in a service.
- Note down your Universal
Personality Profile.
Characteristics
Roll 2d6 six times, once for each characteristic in order:
- Strength, which measures your general physical
fitness as well as raw muscle power.
- Dexterity, which measures physical
coordination.
- Endurance, which measures physical stamina nad
determination.
- Intelligence, which measures your cognitive
capabilities.
- Education, which indicates your level of
schooling.
- Social Standing, which indicates the social class
to which you (and your family) belong.
These initially range from 2 to 12, with later modifications possibly
lowering them as low as 1 or raising them as high as 15. They can never
exceed 15 and may not go below 1 except due to severe injury or
aging.
Try to play out whatever you get! (If you really hate your character,
consider taking Book 1’s advice and enlisting in the Scout Corps, where
your chances of survival are worse than other services.)
Name
Name your character.
If you have a Social Standing of 11 or greater, you may use your
family’s hereditary title with your name.
- Social Standing 11 entitles you to a hereditary knighthood, allowing
you to use the title Sir/Dame/(some better non-masculine term).
- Social Standing 12 entitles you to the title Baron(ess) or the use
of the prefix “von” with your surname.
If you receive a commissioned or promoted rank as part of your prior
service (below), you may use your rank as part of your name, even after
leaving the service or retiring.
Prior Service
So far your character is not well-equipped to make their way in the
world. The way to gain skills and experience is to enlist in one of the
six services (Navy, Marines, Army, Scouts, Merchants, or Other).
Here’s how this goes:
- Choose a service to try to enlist in.
- Make an enlistment roll. The target number (throw) on 2d6 is
determined by the “Enlistment” throw listed for the service in question.
Most services also allow one or more bonuses if you have appropriate
characteristics.
- If you fail to enlist, you are drafted into a random service
(potentially even the one you failed to enlist in).
- You serve a 4 year term in the service you’ve enlisted or been
drafted into:
- Add 4 years to your age. If you are now 34 years or older, see the
aging rules.
- Make a survival roll on 2d6 against the Survival throw listed for
the service (applying any listed modifiers). On failure, your character
dies. Start over from scratch with a new character.
- If you don’t yet have rank in this service: make a 2d6 roll against
the Commission throw listed for the service, applying any listed
modifiers. On a success you gain level 1 rank in the service. If you
were drafted you don’t get to make this roll during your first term of
service but can do so in subsequent terms.
- If you have rank in the service (even if you just got rank from your
commission roll for this term): roll 2d6 against the listed Promotion
roll for the service (applying listed modifiers as usual). On a success
you advance to the next rank.
- Roll on one of the acquired skill tables for your service an
appropriate number of times: twice during your first term of service,
once during each subsequent term, an extra time if you received a
commission this term, and an extra time if you received a promotion this
term. You choose which skill table to roll on before rolling; the fourth
table is only available if you have an Education characteristic of at
least 8.
- Roll 2d6. If you roll 12, you must reenlist regardless of whether
you want to or not. If you roll at least the Reenlistment number for the
service but less than 12 (and you haven’t served 7 terms already), you
can choose whether or not to reenlist. If you roll less or have already
served 7 terms (and didn’t roll a 12), then your reenlistment is denied
and you must leave the service.
- If you reenlisted, go through this whole step 4 again. Otherwise
continue on to the next step.
- When you leave the service for whatever reason, you get mustering
out benefits, rolled on the tables for your service. You get one benefit
roll for each term of service served. Rank 1 or 2 characters get an
extra roll, Rank 3 or 4 characters get two extra rolls, and Rank 5 or 6
characters get two extra rolls and also get to add a +1 to their die
rolls on Table 1. You get to choose whether to roll from Table 1 (for
travel, education, and material benefits) or Table 2 (for cash severance
pay) for each roll, but may roll on Table 2 at most 3 times.
- If you left the service voluntarily after serving at least 5 terms,
you are entitled to annual retirement pay according to your duration of
service (see the retirement pay table on page 27 of Book 1), in addition
to mustering out benefits.
The possible benefits from terms of service and mustering out
include:
- Characteristic Alterations: add or subtract the
listed number from the specified characteristic. This may not reduce
characteristics below 1 or raise them above 15.
- Weapon Expertise: expertise in the relevant weapon.
Weapon expertise in Blade Combat or Gun Combat must be assigned to a
specific weapon within the category. All characters begin with expertise
½ in all weapons. Acquiring expertise in a weapon increases this to 1.
Acquiring expertise in the same weapon again increases it by 1. See here.
- Basic Skills: one of several skills applicable in
various situations. See Book 1 pp. 19-26 for details. When first
acquired, the skill is rated at 1 and subsequent acquisitions of the
same skill increase it by 1. Skills include Administration, Air/Raft,
ATV, Bribery, Computer, Electronic, Engineer, Forgery, Forward Observer,
Gambling, Gunnery, Jack of All Trades, Leader, Mechanical, Medical,
Navigation, Pilot, Ship’s Boat, Steward, Streetwise, Tactics, and Vacc
Suit.
- Travel Allowances: in the form of money, passages
(tickets for high, middle, or low passages), or membership in the
Travellers’ Aid Society. See pp. 27-28 of Book 1 for details.
- Material Items: either weapons or starships.
Weapons entitle you to choose a weapon of that type to receive. If you
gain the same weapon benefit more than once while mustering out, you may
choose to take +1 expertise instead of receiving another weapon.
Starships are either Free Traders or Scout ships, see below.
Weapon expertise and basic skills are written e.g. “Brawling-1” or
“Gambling-2”.
Starships gained during mustering out are either Free Traders or
Scouts:
- Type A Free Traders may be received for long
service in the Merchant service. This allows you possession of the ship
but obliges you to make a monthly payment of 150,000 credits per month
for the next 40 years. Receiving the Free Trader benefit multiple times
represents having already possessed the ship for 10 years and having
made the required payments, reducing the duration of payments required
by 10 years and increasing the age of the ship by 10 years. Thus,
rolling the Free Trader benefit 5 times would leave you owning the ship
free-and-clear.
- Type S Scout ships not in active use by the service
are made available to selected individuals on a reserve basis. You
possess the ship and may use it as you see fit, but may not sell or
mortgage it. You are not responsible for payments, but are responsible
for crew and upkeep. Scout bases will provide you with fuel for free,
and scout bases at class B starports will provide you with maintenance
for free. The ship may be recalled for duty when the Scout service needs
it. Rolling multiple Scout benefits provide no additional benefits.
Enlistment and Rank in some services entitles you automatically to
gain certain skills (these add to existing skills normally):
- Reaching the rank of Navy Captain grants +1 to Social Standing.
Reaching the rank of Admiral grants another +1 to Social Standing.
- Enlistment in the Marines grants Cutlass-1 skill. Reaching the rank
of Lieutenant grants Revolver-1.
- Enlisting in the Army grants Rifle-1 skill. Reaching the rank of
Lieutenant grants SubmachineGun-1
- Reaching the rank of Merchant 1st Officer grants Pilot-1 skill.
- Enlisting in the Scouts grants Pilot-1 skill.
Universal Personality
Profile
Your characteristics can be summarized in a 6-digit hexadecimal
(base-16) numeric notation (digits 10-15 are represented by the letters
A, B, C, D, E, and F) called the Universal Personality Profile
(UPP).
This is in order of Strength, Dexterity, Endurance, Intelligence,
Education, and Socail Standing.