A reader's asked me for an example of creating a lifer Imperial Fighter-Jock, focussing on Small Craft. There are a number of ways to do it, obviously, but here's one.
I recorded each separate award of a Skill or Knowledge in isolation, and rolled them up only at the bottom. There are nearly infinite other ways to handle that task and display the results during and after chargen, so pick whatever works best for your brain, your Referee, and your group.
Please remember to pay attention to pps.142 and 144 when selecting Skills; pps.174 and 175 are useful for Knowledges.
I'll appreciate your comments.
p.70
Birth UPP (randomly rolled, 2D6): 88AA88 (I used the Genetics rules (pps.112-117), but skipped the display here, as it doesn't contribute meaningfully. See my previous example for more details).
pps.80, 81, 424-443
Birthworld (I wrote a system/world generator in Excel during Beta, and just asked it for a world): D7A5100-8 Fl Lo.
Homeworld (You can have Birth and Home worlds be different, but it didn't aid this example): D7A5100-8 Fl Lo.
Homeworld Skills: Hostile Environ-1, Flyer-0 (Winged-1).
pps.71, 72, 100
Pre-Career Term (4 years): Apply to Naval Academy (Int 10): roll =5 Accepted.
Pass/Fail: Int 10, rolls: Year 1 =5, Year 2 =7, Year 3 =9, Year 4 =3, Pass all.
Honours: Pass/Fail: Int 10, roll =8 Pass.
Major: Pilot.
Minor: Tactics.
Skills: Pilot-0 (Small Craft-1), Pilot-0 (Small Craft-1), Pilot-1, Pilot-1, Pilot-1, Tactics-1, Tactics-1.
Graduated: Commission O1 Ensign, C5 +1.
Ending Age: 22.
Ending UPP: 88AA98.
pps.71, 72, 100
Pre-Career Term (1 year): Apply to Flight School (Automatic w/Honours).
Pass/Fail: Dex 8, roll =8, Pass.
Skills: Pilot-1, Pilot-1, Pilot-1.
Ending Age: 23.
Ending UPP: 88AA98.
pps.73, 74, 89
Term 1: 07 Spacer.
Begin: Automatic w/Academy Graduation.
Automatic: Astrogation-1.
Branch: Flight =Mod 2 (as an Officer this’s the permanent assignment; a Rating may change after each Term).
Naval Operations: ANM School, Battle, Battle, Strike: Highest Mod =2
Risk (C1): Str 8 -2 -2 +2 (Cautious) =6, roll =4 Success.
Reward (C1): Str 8 +2 +2 -2 (Cautious) =10, roll =3 Success.
Medal: Unmodified Characteristic (Str 8) – Reward Roll (3) =5: Campaign Ribbon, MCUF.
Promotion: Soc 8 +1 Medal =9, roll =6 Success: O2 Sublieutenant.
Continue: 7, roll =6 Success.
ANM School: Pass/Fail: End 10, roll =9 Pass.
Skills: Engineer-0 (Life Support-1), Gunner-0 (Turrets-1), Sensors-1, Computer-1, C2 +1.
Ending Age: 27.
Ending UPP: 89AA98.
pps.73, 74, 89
Term 2: 07 Spacer.
Branch: Flight =Mod 2.
Naval Operations: Siege, Patrol, ANM School, Siege: Highest Mod =1
Risk (C2): Dex 9 -2 -1 =6, roll =6 Success.
Reward (C2): Dex 9 +2 +1 =12, roll =7 Success.
Medal: Unmodified Characteristic (Dex 9) – Reward Roll (7) =2: Campaign Ribbon, XS.
Promotion: Soc 8 +2 Medals, roll =10 Success: O3 Lieutenant.
Automatic: Engineer-0 (M-Drive-1).
Continue: 7 +1 Term =8, roll =2 Success.
ANM School: Pass/Fail: End 10, roll =7 Pass.
Skills: Strategy-1, Astrogation-1, Gunner-0 (Turrets-1), Computer-1, C1 +1.
Ending Age: 31.
Ending UPP: 99AA98.
pps.73, 74, 89
Term 3: 07 Spacer.
Branch: Flight =Mod 2.
Naval Operations: Mission, Strike, Mission, ANM School: Highest Mod =3
Risk (C3): End 10 -2 -3 +2 (Cautious) =7, roll =4 Success.
Reward (C3): End 10 +2 +3 -2 (Cautious) =13, roll =2 Success.
Medal: Unmodified Characteristic (End 10) – Reward Roll (2) =8: Campaign Ribbon, SEH.
Promotion: Soc 8 +3 Medals =11, roll =3 Success: O4 Lt Commander.
Automatic: Pilot-1.
Continue: 7 +2 Terms =9, roll =6 Success.
ANM School: Pass/Fail: End 10, roll =8 Pass.
Skills: Pilot-1, Pilot-1, Comms-1, Engineer-0 (Power Systems-1), C6+1.
Ending Age: 35.
Aging (p.97): Life Stage 5<2D, C1 roll =8 Failure, C2 roll =7 Failure, C3 roll =6 Failure.
Ending UPP: 99AA99.
pps.73, 74, 89
Term 4: 07 Spacer.
Branch: Flight =Mod 2.
Naval Operations: (only three this Term due to Command College) Battle, Patrol, Strike: Highest Mod =2
Risk (C4): Int 10 -2 -2 =6, roll =6 Success.
Reward (C4): Int 10 +2 +2 =14, roll =4 Success.
Medal: Unmodified Characteristic (Int 10) – Reward Roll (4) =6: Campaign Ribbon, MCG.
Promotion: Soc 8 +4 Medals =12, roll =7 Success: O5 Commander.
Continue: 7 +3 Terms =10, roll =6 Success.
Command College: Pass/Fail: Int 10, roll =7, Pass. Skill: Leader-1
Skills: Fighter-0 (Slug Throwers-1), Sensors-1, Computer-1, C6+1.
Ending Age: 39.
Aging (p.97): Life Stage 5<2D, C1 roll =10 Failure, C2 roll =7 Failure, C3 roll =8 Failure.
Ending UPP: 99AA9A.
pps.73, 74, 89
Term 5: 07 Spacer.
Branch: Flight =Mod 2.
Naval Operations: Battle Patrol, Siege, ANM School: Highest Mod =2
Risk (C3): End 10 -2 -2 +2 (Cautious) =8, roll =7 Success.
Reward (C3): End 10 +2 +2 -2 (Cautious) =12, roll =3 Success.
Medal: Unmodified Characteristic (End 10) – Reward Roll (3) =7: Campaign Ribbon, MCG.
Promotion: Soc 8 +5 Medals =13, roll =7 Success: O6 Captain.
Automatic: Leader-1.
Continue: 7 +4 Terms =11, roll =6 Success.
ANM School: Pass/Fail: End 10, roll =4 Pass.
Skills: Gunner-0 (Turrets-1), Gunner-0 (Turrets-1), Sensors-1, Gunner-0 (Turrets-1), C1+1.
Ending Age: 43.
Aging (p.97): Life Stage 6<2D, C1 roll =3 Success (Str -1), C2 roll =7 Failure, C3 roll =11 Failure.
Ending UPP: 99AA99.
pps.73, 74, 89
Term 6: 07 Spacer.
Branch: Flight =Mod 2.
Naval Operations: Mission, Strike, Patrol, Strike: Highest Mod =3
Risk (C4): Int 10 -2 -3 +2 (Cautious) =7, roll =7 Success.
Reward (C4): Int 10 +2 +3 -2 (Cautious) =13, roll =10 Success.
Medal: Unmodified Characteristic (Int 10) – Reward Roll (10) =0: Campaign Ribbon.
Promotion: Soc 8 +5 Medals =13, roll =7 Success: O7 Admiral.
Continue: 7 +5 Terms =12, roll =6 Success.
Skills: Admin-1, Sensors-1, Fleet Tactics-1, Astrogation-1, C4+1.
Ending Age: 47.
Aging (p.97): Life Stage 6<2D, C1 roll =10 Failure, C2 roll =8 Failure, C3 roll =5 Success (End -1).
Ending UPP: 999B99.
pps.75-77, 89
Muster Out (6 Terms + 1 SEH +2 MCG +1 Fame 19+ =10 rolls): Knighthood, Retirement x10 (the +Terms DM, in a long career, leaves you no choice but to receive the bottom row of the Muster Out Table. I decided not to jump him up into the High Nobility, which was his only choice other than an amazing retirement pay).
Summary
Name: Admiral Sir Fighter Jock.
Born (p.99): roll =2,4,1,5 Day 163 of the Imperial Year. Died: (Still Living). Age: Depends on the Year.
Hair: [Choice]. Eyes: [Choice]. Height: [Choice] cm. Mass: [Choice] kg.
Title(s): Sir Not-Appearing-In-This-Film.
Fame (p.109): 22 [Domains] (7 Admiral Rank, 8 SEH, 6 MCGx2, 1 MCUF).
UPP: 999B9B.
Birth UPP: 88AA88.
Genetic Profile (pps.112-117): 3566X8.
Skills: Admin-1, Astrogation-3, Career Knowledge (Spacer)-6, Comms-1, Computer-3, Engineer-1 (Life Support-1, M-Drive-1, Power Systems-1), Fighter-0 (Slug Throwers-1), Fleet Tactics-1, Flyer-0 (Winged-1), Gunner-3 (Turrets-2), Hostile Environment-1, Leader-1, Pilot-9 (Small Craft-2), Sensors-4, Strategy-1, Tactics-2.
I recorded each separate award of a Skill or Knowledge in isolation, and rolled them up only at the bottom. There are nearly infinite other ways to handle that task and display the results during and after chargen, so pick whatever works best for your brain, your Referee, and your group.
Please remember to pay attention to pps.142 and 144 when selecting Skills; pps.174 and 175 are useful for Knowledges.
I'll appreciate your comments.
p.70
Birth UPP (randomly rolled, 2D6): 88AA88 (I used the Genetics rules (pps.112-117), but skipped the display here, as it doesn't contribute meaningfully. See my previous example for more details).
pps.80, 81, 424-443
Birthworld (I wrote a system/world generator in Excel during Beta, and just asked it for a world): D7A5100-8 Fl Lo.
Homeworld (You can have Birth and Home worlds be different, but it didn't aid this example): D7A5100-8 Fl Lo.
Homeworld Skills: Hostile Environ-1, Flyer-0 (Winged-1).
pps.71, 72, 100
Pre-Career Term (4 years): Apply to Naval Academy (Int 10): roll =5 Accepted.
Pass/Fail: Int 10, rolls: Year 1 =5, Year 2 =7, Year 3 =9, Year 4 =3, Pass all.
Honours: Pass/Fail: Int 10, roll =8 Pass.
Major: Pilot.
Minor: Tactics.
Skills: Pilot-0 (Small Craft-1), Pilot-0 (Small Craft-1), Pilot-1, Pilot-1, Pilot-1, Tactics-1, Tactics-1.
Graduated: Commission O1 Ensign, C5 +1.
Ending Age: 22.
Ending UPP: 88AA98.
pps.71, 72, 100
Pre-Career Term (1 year): Apply to Flight School (Automatic w/Honours).
Pass/Fail: Dex 8, roll =8, Pass.
Skills: Pilot-1, Pilot-1, Pilot-1.
Ending Age: 23.
Ending UPP: 88AA98.
pps.73, 74, 89
Term 1: 07 Spacer.
Begin: Automatic w/Academy Graduation.
Automatic: Astrogation-1.
Branch: Flight =Mod 2 (as an Officer this’s the permanent assignment; a Rating may change after each Term).
Naval Operations: ANM School, Battle, Battle, Strike: Highest Mod =2
Risk (C1): Str 8 -2 -2 +2 (Cautious) =6, roll =4 Success.
Reward (C1): Str 8 +2 +2 -2 (Cautious) =10, roll =3 Success.
Medal: Unmodified Characteristic (Str 8) – Reward Roll (3) =5: Campaign Ribbon, MCUF.
Promotion: Soc 8 +1 Medal =9, roll =6 Success: O2 Sublieutenant.
Continue: 7, roll =6 Success.
ANM School: Pass/Fail: End 10, roll =9 Pass.
Skills: Engineer-0 (Life Support-1), Gunner-0 (Turrets-1), Sensors-1, Computer-1, C2 +1.
Ending Age: 27.
Ending UPP: 89AA98.
pps.73, 74, 89
Term 2: 07 Spacer.
Branch: Flight =Mod 2.
Naval Operations: Siege, Patrol, ANM School, Siege: Highest Mod =1
Risk (C2): Dex 9 -2 -1 =6, roll =6 Success.
Reward (C2): Dex 9 +2 +1 =12, roll =7 Success.
Medal: Unmodified Characteristic (Dex 9) – Reward Roll (7) =2: Campaign Ribbon, XS.
Promotion: Soc 8 +2 Medals, roll =10 Success: O3 Lieutenant.
Automatic: Engineer-0 (M-Drive-1).
Continue: 7 +1 Term =8, roll =2 Success.
ANM School: Pass/Fail: End 10, roll =7 Pass.
Skills: Strategy-1, Astrogation-1, Gunner-0 (Turrets-1), Computer-1, C1 +1.
Ending Age: 31.
Ending UPP: 99AA98.
pps.73, 74, 89
Term 3: 07 Spacer.
Branch: Flight =Mod 2.
Naval Operations: Mission, Strike, Mission, ANM School: Highest Mod =3
Risk (C3): End 10 -2 -3 +2 (Cautious) =7, roll =4 Success.
Reward (C3): End 10 +2 +3 -2 (Cautious) =13, roll =2 Success.
Medal: Unmodified Characteristic (End 10) – Reward Roll (2) =8: Campaign Ribbon, SEH.
Promotion: Soc 8 +3 Medals =11, roll =3 Success: O4 Lt Commander.
Automatic: Pilot-1.
Continue: 7 +2 Terms =9, roll =6 Success.
ANM School: Pass/Fail: End 10, roll =8 Pass.
Skills: Pilot-1, Pilot-1, Comms-1, Engineer-0 (Power Systems-1), C6+1.
Ending Age: 35.
Aging (p.97): Life Stage 5<2D, C1 roll =8 Failure, C2 roll =7 Failure, C3 roll =6 Failure.
Ending UPP: 99AA99.
pps.73, 74, 89
Term 4: 07 Spacer.
Branch: Flight =Mod 2.
Naval Operations: (only three this Term due to Command College) Battle, Patrol, Strike: Highest Mod =2
Risk (C4): Int 10 -2 -2 =6, roll =6 Success.
Reward (C4): Int 10 +2 +2 =14, roll =4 Success.
Medal: Unmodified Characteristic (Int 10) – Reward Roll (4) =6: Campaign Ribbon, MCG.
Promotion: Soc 8 +4 Medals =12, roll =7 Success: O5 Commander.
Continue: 7 +3 Terms =10, roll =6 Success.
Command College: Pass/Fail: Int 10, roll =7, Pass. Skill: Leader-1
Skills: Fighter-0 (Slug Throwers-1), Sensors-1, Computer-1, C6+1.
Ending Age: 39.
Aging (p.97): Life Stage 5<2D, C1 roll =10 Failure, C2 roll =7 Failure, C3 roll =8 Failure.
Ending UPP: 99AA9A.
pps.73, 74, 89
Term 5: 07 Spacer.
Branch: Flight =Mod 2.
Naval Operations: Battle Patrol, Siege, ANM School: Highest Mod =2
Risk (C3): End 10 -2 -2 +2 (Cautious) =8, roll =7 Success.
Reward (C3): End 10 +2 +2 -2 (Cautious) =12, roll =3 Success.
Medal: Unmodified Characteristic (End 10) – Reward Roll (3) =7: Campaign Ribbon, MCG.
Promotion: Soc 8 +5 Medals =13, roll =7 Success: O6 Captain.
Automatic: Leader-1.
Continue: 7 +4 Terms =11, roll =6 Success.
ANM School: Pass/Fail: End 10, roll =4 Pass.
Skills: Gunner-0 (Turrets-1), Gunner-0 (Turrets-1), Sensors-1, Gunner-0 (Turrets-1), C1+1.
Ending Age: 43.
Aging (p.97): Life Stage 6<2D, C1 roll =3 Success (Str -1), C2 roll =7 Failure, C3 roll =11 Failure.
Ending UPP: 99AA99.
pps.73, 74, 89
Term 6: 07 Spacer.
Branch: Flight =Mod 2.
Naval Operations: Mission, Strike, Patrol, Strike: Highest Mod =3
Risk (C4): Int 10 -2 -3 +2 (Cautious) =7, roll =7 Success.
Reward (C4): Int 10 +2 +3 -2 (Cautious) =13, roll =10 Success.
Medal: Unmodified Characteristic (Int 10) – Reward Roll (10) =0: Campaign Ribbon.
Promotion: Soc 8 +5 Medals =13, roll =7 Success: O7 Admiral.
Continue: 7 +5 Terms =12, roll =6 Success.
Skills: Admin-1, Sensors-1, Fleet Tactics-1, Astrogation-1, C4+1.
Ending Age: 47.
Aging (p.97): Life Stage 6<2D, C1 roll =10 Failure, C2 roll =8 Failure, C3 roll =5 Success (End -1).
Ending UPP: 999B99.
pps.75-77, 89
Muster Out (6 Terms + 1 SEH +2 MCG +1 Fame 19+ =10 rolls): Knighthood, Retirement x10 (the +Terms DM, in a long career, leaves you no choice but to receive the bottom row of the Muster Out Table. I decided not to jump him up into the High Nobility, which was his only choice other than an amazing retirement pay).
Summary
Name: Admiral Sir Fighter Jock.
Born (p.99): roll =2,4,1,5 Day 163 of the Imperial Year. Died: (Still Living). Age: Depends on the Year.
Hair: [Choice]. Eyes: [Choice]. Height: [Choice] cm. Mass: [Choice] kg.
Title(s): Sir Not-Appearing-In-This-Film.
Fame (p.109): 22 [Domains] (7 Admiral Rank, 8 SEH, 6 MCGx2, 1 MCUF).
UPP: 999B9B.
Birth UPP: 88AA88.
Genetic Profile (pps.112-117): 3566X8.
Skills: Admin-1, Astrogation-3, Career Knowledge (Spacer)-6, Comms-1, Computer-3, Engineer-1 (Life Support-1, M-Drive-1, Power Systems-1), Fighter-0 (Slug Throwers-1), Fleet Tactics-1, Flyer-0 (Winged-1), Gunner-3 (Turrets-2), Hostile Environment-1, Leader-1, Pilot-9 (Small Craft-2), Sensors-4, Strategy-1, Tactics-2.
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