—7. Roll on Mishap able and leave this career - do not roll on theMustering-Out table or this term. Go to step F.8. Roll on the Events table and see what happens. Apply changesaccordingly.9. Roll 2d6 to see i you advance in your career. I you advance,note any gained skills rom that advancement.10. Roll on the Mustering-Out able i you’re leaving this career.Choose Cash or Benets and proceed to step F i this is yournal career beore beginning play. I you’re not leaving thecareer, store up your Mustering-Out roll or this term andproceed to step E.
E. Additional erms in the Same Career
1. Roll 1d6 on the Personal Development table, the Service Skillstable, or the Assignment table to increase your statistics or gaina skill. Optionally, roll 1d6 on either the Advanced Educationtable i you meet the requirements or on the Commendationtable i you were commended (only Soldier and Sailor careers).2. Roll 2d6 to see i you survive the 4 year term. I you succeed, goto step 4; i you ail, rst go to step 3.3. Roll on Mishap able and leave this career - do not roll on theMustering-Out table or this term. Go to step D.4. Roll on the Events table and see what happens. Apply changesaccordingly.5. Roll 2d6 to see i you advance in your career. I you advance,note any gained skills rom that advancement.6. Roll on the aging table i this is your h (or later) term.7. Roll on the Mustering-Out able i you’re leaving this career.Choose Cash or Benets and proceed to step F i this is yournal career beore beginning play. I you’re not leaving thiscareer, store up your Mustering-Out rolls until you nally leave this career, at which point you make all o your storedup rolls at once.
F. Buy Stu
1. End character generation by mustering out o your nal careerand buy whatever stu you’d like using the money you’veacquired. Work with your GM to see what is appropriate andavailable to your character.2 I there’s a chance you can draw a pension (you leave aer the 5
term in a carrer), make your Soc roll and determine the resultusing the Pension table.
G. Final Steps
1. I your GM approves, you can create connections betweenyour character and other player’s characters by incorporatingthem into your history as people you contacted during rolledEvents. You gain a skill that is related to that contact, and theother character gains one as well. You can do this twice.2. As a group, select a Skill Package that ts your ideas o what thegroup needs.
Every person and creature in
has seven characteristics(also called abilities or statistics) that describe their base mentaland physical potential. Roll 2d6 or each characteristic. 15 is humanmaximum. Characteristics may provide a Dice Modier (DM)
(Str): A character’s physical strength, tness andorceulness o body.
(Dex): Physical co-ordination and agility, reexes.
(End): A character’s ability to sustain damage, staminaand determination.
(Int): A character’s intellect and quickness o mind.
(Edu): A character’s learning and experience.
(Soc): A character’s reputation and standing.
(Mag): A character’s magical power.
I a character has no level in a skill, then he is untrained and willsuer a –3 Dice Modier when trying to use that skill. Some skillscannot be used i untrained.I a character has zero level in a skill (Skill 0), then he iscompetent in using that skill, but has little experience. He doesnot get any bonus rom his skill ranks when using that skill but heavoids the penalty or being untrained.I a character has one or more level in a skill (Level 1, Level2, and so on) then he is trained in that skill. Each rank representsseveral years o experience using that skill. A character with Level2–3 in a skill is a skilled proessional in that eld.Some skills have specialties – specialized orms o that skill.A character picks a specialty when he gains level 1 in a skill withspecialties. For example, a character might have Animals 0, allowinghim to make any Animals skill checks without an unskilled penalty.He might then gain a level in Animals, giving him Animals (Riding)1. He would make all Animals checks involving Riding at a +1 DM,but would make all other Animals checks at a +0 DM. A charactercan have multiple specialties in a skill – a beast handler might haveAnimals (Riding) 1 and Animals (raining) 2. He would makechecks related to Riding with a +1 DM, checks related to rainingwith a +2 DM and all other Animals checks with a +0 DM.Not all skills with specialties act in such a manner, however.See individual skill descriptions or more details on which skillsallow characters to make 0- level skill checks in all specialties andwhich ones do not. Skills that allow 0-level skill checks are termedbroad skills. Tose that do not allow 0-level skill checks are callednarrow skills. Some skills are broad excepting certain specialties.
Beore embarking on your careers, you get a number o backgroundskills equal to 3 + your Education DM (1 to 5, depending on yourEducation score).
: Growing up on your home isle gave you three skillsthat depend on the island’s nature. You can select one o the skillsthat match your home isle’s island description and trade codes. I you came rom an island already established, then consult thosesources or the island’s description. I you come rom an islandthat does not provide enough background skills options, select thesecond skill option as well. I that is still not enough, consult withyour GM about what skills are appropriate or your character.Agricultural (Ag)Agriculture 0, Survival 0Arid (Ar)Survival 0, Science 0Cold (C)Survival 0, Science 0High Magic (Hm)Magic 0, Language 0High Population (Hp)Streetwise 0, rade 0High echnology (Ht)rade 0, Seaarer 0Hot (H)Survival 0, rade 0Industrial (I)rade 0, Streetwise 0Large (La)Language 0, rade 0Low Magic (Lm)Science 0, Seaarer 0Low Population (Lp)Survival 0, Animals 0Low echnology (LtOrienteer 0, Survival 0Lush (Lu)Animals 0, Agriculture 0Poor (P)Agriculture 0, Orienteer 0Rich (R)Carouse 0, Streetwise 0Small (S)Leadership 0, Seaarer 0
Home Isle Background Skills able
: Your youthul education and experience gives youa basic level o competence in one additional skill, plus or minusyour Education DM. Any character may choose rom the ollowinglist: Admin 0, Advocate 0, Agriculture 0, Animals 0, Art 0, Carouse0, Drive 0, Gambler 0, Language 0, Persuade 0, rade 0.
At many points during a career, a character will have to make acheck o some sort. Most o these checks are characteristic checks– roll 2d6, add the DM rom the listed characteristic, and try to geta total higher than the listed value. A check o Int 8+ means ‘roll2d6, add your Intelligence DM, and you succeed i you roll an 8or more.’ A ew throws are skill checks, where you add any levelsin that skill and the DM rom an appropriate characteristic. Forexample, a throw o Gunnery 8+ would mean ‘roll 2d6, add yourGunnery skill and the DM rom an appropriate characteristic suchas Dexterity, and get over 8 to succeed.
Beginning Age and erm Length
: You begin your rst careerat age 16. Each term lasts or 4 years.
: What you need to roll to enter that career. I youail this check then you cannot enter your chosen career this term.You must then submit to Impressment or the Drier career or thisterm. You suer a –1 DM to qualication rolls or each previouscareer you have entered. Once you leave a career you cannot returnto it. Impressment and the Drier career are exceptions to this rule– you can be Impressed back into a previous career rom which youwere ejected and the Drier career is always open.
Skills and raining
: Each career has skill tables associatedwith it – Personal Development, Service Skills, Specialist Skills andAdvanced Education. In each term you spend in a career, pick oneo these tables and roll 1d6 to see which skill you increase. You may only roll on Advanced Education i your character has the listedqualication (usually Education 8+ or a certain Rank). You may only roll on the Commendation Skills i your career has one and i you have received a commendation.Skills can be listed with or without an associated level. I norank is listed, then you gain that skill at Level 1 i you do not haveit already, or increases its level by one i you are already trained inthat eld. I a rank is listed, then you gain the skill at that level aslong as it is better than your current level in that skill.
: For your rst career only, you get all the skillslisted in the Service Skills table at Level 0 as your early training.For any subsequent careers, you may pick any one skill listed in theService Skills table at Level 0 as your basic training.
: Each career has a survival roll. I you ail this roll,roll on the mishap table. Tis mishap orces you to leave this careerunless stated otherwise. You lose the benet roll or the currentterm only. A natural 2 is always a ailure.
: I you are still in your career aer resolving thesurvival roll, roll on the events table to see what interesting thingsbeall you this term. Some events give a bonus DM to advancementrolls or give automatic advancement. You can apply these DMs tocommission rolls also.
: Tis only applies to the careers o Soldierand Sailor. A character who earns a commendation gains accessto additional skills due their commendable perormance via thecommendation skills table.
: Each career has an advancement roll. I youmake a successul Advancement roll, then you move to the nextrank and gain an extra roll on any o the Skills and raining ablesor this career. You also get any benets listed or your new rank.You may only attempt to advance once per term.I your result is equal to or less than the number o terms youhave spent in this career, then you cannot continue in this careeraer this term. Either your services are no longer required, or youare simply bored and want a new challenge. I you roll a natural 12,then you must continue in this career.
Ranks and Benets
: You start at Rank 0 in your career. Eachtime you succeed at an advancement check, you advance in Rank.Some ranks have benets associated with them, such as extra skillsor more benets. You gain these benets when you attain that rank.
: When you leave a career or any reason, yougain material rewards rom that career. Tere are two tables – Cashand Benets. You get one Mustering-Out roll per ull term served.Leaving due to a mishap means you lose the roll or that term, butnot previous ull terms in that career. I you have Gambler 1 orbetter, add a +1 DM to your cash rolls.I you reached rank 1 or 2, you get an extra benet roll whenleaving that service. I you reached rank 3 or 4, you get two extrabenet rolls, and i you reached rank 5 or 6, you get three extrabenet rolls and may apply a +1 to rolls on the Benets table thatyou gain rom that career. Tese extra rolls are only benet rolls,not cash rolls.