Standard Character Creation Example
To illustrate character creation and the specific modifications for INTO THE REFT, here is Marcus Jamieson's first two terms.
Marcus Jamieson
Age: 26 STR 6 DEX 6 END 8 INT 8 EDU 9 SOC 5 SKILLS: 0 Admin 1 Astrogation 0 Athletics 0 Broker 0 Carouse 0 Drive 1 Wheeled 0 Electronics 1 Computers 0 Engineering 0 Flyer 0 Gambling 1 Mechanic 0 Persuade 0 Pilot 0 Streetwise 0 Steward 1 Vacc Suit This example is after TWO terms of service. |
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STEP 1 > STARTING STATS: Roll 2d6 six times and arrange the stat results as you wish.
Results: 5, 8, 6, 8, 9, 6. STR 6 DEX 6 END 8 INT 8 EDU 9 SOC 5 STEP 2 > BACKGROUND SKILLS: A character receives 3 background skills plus their EDU bonus.
Jamieson decides what background skills he would like to have. Jamieson's EDU is 9, so he receives +1 background skills, for a total of 4 SKILLS. Jamieson chooses: ADMIN 0 CAROUSE 0 FLYER 0 STREETWISE 0 STEP 3 > PRE-CAREER (optional)
FIRST TERM > PART A > ADMISSION Jamieson applies to the Merchant Academy. Entry to the Merchant Academy requires a roll of INT 9+ on 2d6 ( RESULT: 9+ based on INT using the INT modifier). There is an additional Dice Modifier (DM) of +1 if SOC 8+. Jamieson's INT is 8 so there is no DM. Jamieson's SOC is 5 so there is no DM. Roll (2d6): 4 + 5 = 9. Jamieson barely gains admission. PART B > SKILLS On entering the Merchant Academy, a character selects either the Business curriculum or Shipboard curriculum. Jamieson chooses the Business Curriculum and gains the skills on the Merchant Marine table of the MERCHANT career at level 0: ATHLETICS 0 ELECTRONICS 0 ENGINEERING 0 MECHANIC 0 PILOT 0 VACC SUIT 0 Additionally, the character gains one random skill from the Service Skills table of the MERCHANT career at level 1: Roll (1d6): 1 DRIVE NOTE: DRIVE is a specialty skill. When a specialty skill is taken at level 1 or higher, the character must choose a specialty: HOVERCRAFT, MOLE, TRACK, WALKER, WHEEL. Jamieson choses WHEELED VEHICLES. DRIVE (WHEELED) 1 PART C > LIFE EVENT Every term, a character rolls on the LIFE EVENT table. Roll (2d6): 6 + 3 = 9. You develop a healthy interest in a hobby or other area of study. Gain any skill of your choice, with the exception of Jack-of-all-Trades, at level 0. Jamieson's player decides their character has taken up GAMBLING 0 PART D > GRADUATION To graduate the Merchant Academy requires a roll of INT 7+. Additional DMs: +1 if EDU 8+, +1 if SOC 8+. If the roll result is 11+, the character graduates with honours. Jamieson's INT is 8 so there is no DM. Jamieson's EDU is 9 so there is a DM of +1. Jamieson's SOC is 5 so there is no DM. Roll (2d6): 1 + 2 = 3. Add the DM of +1: 3 + 1 = 4. Jamieson does not graduate. NOTE: If jamieson had graduated, they would:
THIS ENDS JAMIESON'S FIRST TERM. |
SECOND TERM: CAREER
STEP 3 > PART A > ADMISSION
Jamieson applies to the MERCHANT career.
ENTRY: INT 4+ (2d6) DMs: -1 per previous career.
Roll (2d6): 2 + 5 = 7.
Jamieson joins the MERCHANT career as the rank of Crewman and chooses the Merchant Marine assignment.
PART B > SKILLS
On entering the MERCHANT career, a character gains the skills listed under that career's Service Skills table at level 0. If they already have one of the skills, they DO NOT increase that skill.
BROKER 0 DRIVE 0 ELECTRONICS 0
PERSUADE 0 STEWARD 0 VACC SUIT 0
NOTE: Jamieson already has DRIVE, ELECTRONICS, and VACC SUIT so these do not benefit him.
PART C > FIRST SURVIVAL ROLL
Each career has a survival roll for every term. Failing the roll can mean injury or death, and could mean leaving the career.
NOTE: Under standard rules, the Survival Roll comes at the end of the term. In the INTO THE REFT campaign, an additional roll is added in the middle of the term, and if successful, followed by an additional skill roll.
SURVIVAL: EDU 5+ (2d6) Jamieson's EDU is 9. DM +1.
Roll (2d6): 6 + 3 + 1 = 10. Jamieson survives.
After each successful survival roll, the player chooses one of the tables to roll on to improve a skill. The player may always choose to roll on the Personal Development and the Service Skills tables. If their EDU is high enough, they may roll on the Advanced Education table. The player may also choose to roll on the assignment table which in Jamieson's case would be the Merchant Marine table.
Jamieson chooses the Merchant Marine table .
Roll (1d6): 2. VACC SUIT. Jamieson's VACC SUIT level increases +1.
VACC SUIT 1
PART D > LIFE EVENT
Every term, a character rolls on the LIFE EVENT table.
NOTE: Under standard rules, the Life Event comes at the end of the term. In the INTO THE REFT campaign, it comes in the middle of the term.
Roll (2d6): 4 + 1 = 5.
You have a chance to risk your fortune on a possibility lucrative deal. You may gamble a number of Benefit rolls and roll Gambler 8+ or Broker 8+. If you succeed, you gain half as many Benefit rolls as you risked, rounding up. If you fail, you lose all the rolls risked. Either way, gain one level in whichever skill you used.
Jamieson decides to risk one benefit using GAMBLING, which at level 0 means no DM, but also without the normal DM -3 for untrained skills.
Roll (2d6): 3 + 3 = 6. Jamieson is unsuccessful and loses a benefit roll.
PART E > SECOND SURVIVAL ROLL
SURVIVAL: EDU 5+ (2d6) Jamieson's EDU is 9. DM +1.
Roll (2d6): 6 + 3 + 1 = 10. Jamieson survives.
Jamieson chooses the Advanced Education table .
Roll (1d6): 2. ASTROGATION.
ASTROGATION 1
PART F > ADVANCEMENT (PROMOTION)
At the end of each term a character rolls to see if they were advanced in their career. If they are advanced, they receive a skill roll, and they may receive an automatic skill associated with the new rank.
ADVANCEMENT: INT 7+ Jamieson's EDU is 8. DM +1.
Roll (2d6): 5 + 1 + 1 = 7. Jamieson barely makes it.
Jamieson is advanced to Senior Crewman and automatically receives the skill MECHANIC at level 1.
MECHANIC 1
After each successful advancement roll, the player chooses one of the tables to roll on to improve a skill. The player may always choose to roll on the Personal Development and the Service Skills tables. If their EDU is high enough, they may roll on the Advanced Education table. The player may also choose to roll on the assignment table which in Jamieson's case would be the Merchant Marine table.
Jamieson chooses the Merchant Marine table .
Roll (1d6): 3. ELECTRONICS. Jamieson's ELECTRONICS level increases +1.
NOTE: ELECTRONICS is a specialty skill. When a specialty skill is taken at level 1 or higher, the character must choose a specialty: COMMS, COMPUTERS, REMOTE OPS, SENSORS.
Jamieson choses COMPUTERS.
ELECTRONICS (COMPUTERS) 1
THIS ENDS JAMIESON'S SECOND TERM.
STEP 3 > PART A > ADMISSION
Jamieson applies to the MERCHANT career.
ENTRY: INT 4+ (2d6) DMs: -1 per previous career.
Roll (2d6): 2 + 5 = 7.
Jamieson joins the MERCHANT career as the rank of Crewman and chooses the Merchant Marine assignment.
PART B > SKILLS
On entering the MERCHANT career, a character gains the skills listed under that career's Service Skills table at level 0. If they already have one of the skills, they DO NOT increase that skill.
BROKER 0 DRIVE 0 ELECTRONICS 0
PERSUADE 0 STEWARD 0 VACC SUIT 0
NOTE: Jamieson already has DRIVE, ELECTRONICS, and VACC SUIT so these do not benefit him.
PART C > FIRST SURVIVAL ROLL
Each career has a survival roll for every term. Failing the roll can mean injury or death, and could mean leaving the career.
NOTE: Under standard rules, the Survival Roll comes at the end of the term. In the INTO THE REFT campaign, an additional roll is added in the middle of the term, and if successful, followed by an additional skill roll.
SURVIVAL: EDU 5+ (2d6) Jamieson's EDU is 9. DM +1.
Roll (2d6): 6 + 3 + 1 = 10. Jamieson survives.
After each successful survival roll, the player chooses one of the tables to roll on to improve a skill. The player may always choose to roll on the Personal Development and the Service Skills tables. If their EDU is high enough, they may roll on the Advanced Education table. The player may also choose to roll on the assignment table which in Jamieson's case would be the Merchant Marine table.
Jamieson chooses the Merchant Marine table .
Roll (1d6): 2. VACC SUIT. Jamieson's VACC SUIT level increases +1.
VACC SUIT 1
PART D > LIFE EVENT
Every term, a character rolls on the LIFE EVENT table.
NOTE: Under standard rules, the Life Event comes at the end of the term. In the INTO THE REFT campaign, it comes in the middle of the term.
Roll (2d6): 4 + 1 = 5.
You have a chance to risk your fortune on a possibility lucrative deal. You may gamble a number of Benefit rolls and roll Gambler 8+ or Broker 8+. If you succeed, you gain half as many Benefit rolls as you risked, rounding up. If you fail, you lose all the rolls risked. Either way, gain one level in whichever skill you used.
Jamieson decides to risk one benefit using GAMBLING, which at level 0 means no DM, but also without the normal DM -3 for untrained skills.
Roll (2d6): 3 + 3 = 6. Jamieson is unsuccessful and loses a benefit roll.
PART E > SECOND SURVIVAL ROLL
SURVIVAL: EDU 5+ (2d6) Jamieson's EDU is 9. DM +1.
Roll (2d6): 6 + 3 + 1 = 10. Jamieson survives.
Jamieson chooses the Advanced Education table .
Roll (1d6): 2. ASTROGATION.
ASTROGATION 1
PART F > ADVANCEMENT (PROMOTION)
At the end of each term a character rolls to see if they were advanced in their career. If they are advanced, they receive a skill roll, and they may receive an automatic skill associated with the new rank.
ADVANCEMENT: INT 7+ Jamieson's EDU is 8. DM +1.
Roll (2d6): 5 + 1 + 1 = 7. Jamieson barely makes it.
Jamieson is advanced to Senior Crewman and automatically receives the skill MECHANIC at level 1.
MECHANIC 1
After each successful advancement roll, the player chooses one of the tables to roll on to improve a skill. The player may always choose to roll on the Personal Development and the Service Skills tables. If their EDU is high enough, they may roll on the Advanced Education table. The player may also choose to roll on the assignment table which in Jamieson's case would be the Merchant Marine table.
Jamieson chooses the Merchant Marine table .
Roll (1d6): 3. ELECTRONICS. Jamieson's ELECTRONICS level increases +1.
NOTE: ELECTRONICS is a specialty skill. When a specialty skill is taken at level 1 or higher, the character must choose a specialty: COMMS, COMPUTERS, REMOTE OPS, SENSORS.
Jamieson choses COMPUTERS.
ELECTRONICS (COMPUTERS) 1
THIS ENDS JAMIESON'S SECOND TERM.