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Post by SirGuido on Dec 8, 2017 13:33:59 GMT -5
Just post your second term as a reply to this.
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Cryn
Junior Member
Posts: 78
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Post by Cryn on Dec 8, 2017 22:51:25 GMT -5
Now 22, Cryn continues his career in the Merchant Marine. A roll of Ig|WLx8w(6) on the Personal Development table gives him Streetwise 1. As a way of enhancing his ship's income, he has taken up ferreting out less-than-legitimate buyers for merchandise that "fell off the back of the grav sled." He fails his Survival roll of INT7-1=6, with a Mishap roll of (6). He loses a fortune after paying too much for black market meat paste; the captain, while appreciating Cryn's attempt to make a credit, boots him off the ship without a recommendation. Mustering out rolls of (3) (4) and (3) on the Other Benefits table give him a +2 to EDU (now up to 5) and a Gun. That he doesn't know how to use. Obviously a gift from a black market contact, who perhaps needed a patsy on whom to ditch the weapon.······
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Cryn
Junior Member
Posts: 78
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Post by Cryn on Dec 9, 2017 8:34:53 GMT -5
Oops! I should have succeeded at the Survival role. A roll of 7 with my DM-1 would let me pass the EDU 5+ I needed to survive. (I was reading the Merchant Marine Advancement table, instead, which needed INT 7+.) So, no Mishap (yet) and Cryn gets to stay in the Merchies, continuing his somewhat shady side deals for now. So, in his second term, he gains an Ally: an Event roll of Tz5XBh5i(11). Cryn does a favor for an underworld contact (maybe a crime boss who needed some materials removed into space?). A time of Goodfellas-style partying after the job gives CAROUSE 1. An Advancement roll of INT 6-1=5 means Cryn doesn't advance. He stays a Senior Crewman.···
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