Daxton (Deadstick) Roarke

Character Summary

Species: Human | Age: 38 | Homeworld: — | Careers: Navy (Flight, Officer) Rank 2 — Sublieutenant; Rogue (Pirate); Marine (Star Marine)

Characteristics

CharacteristicScoreDM
Strength (STR)6+0
Dexterity (DEX)12+2
Endurance (END)8+0
Intellect (INT)8+0
Education (EDU)4-1
Social Standing (SOC)7+0

Skills

SkillLevel
Melee (Blade)2
Pilot (Small Craft)2
Pilot (Spacecraft)2
Tactics (Naval)2
Athletics (Dexterity)1
Deception1
Electronics (Remote Ops)1
Gambler1
Gun Combat (Energy)1
Gunner (Screen)1
Leadership1
Vacc Suit1
Flyer0
Gunner0
Mechanic0
Streetwise0

Equipment

ItemNotes
Ship’s BoatNavy mustering-out benefit; small craft, limit MCr10 / TL12

Finances

Pension
Debt
Cash on HandCr0
Monthly Ship Payments
Living Cost

Allies, Contacts, Enemies, Rivals

  • Ally: Political movement (Term 1 Pre-Career Event 8)
    • During your time at the Naval Academy, you and Elina Darrik co-authored a viral manifesto arguing that full Imperial inclusion is the only way to break the Trexalon Technical Consortium’s (TTC) shadow-grip on the subsector. As a fellow leading figure within the movement, she provides you with political cover and access to secure comms.
  • Ally: Romantic partner (Term 2 Life Event 6)
    • Maybe Elina?
  • Enemy: Wider society — backlash from political movement (Term 1 Pre-Career Event 8)
    • Kyragh is a fierce Isolationist and covert operative for the Trexalon Technical Consortium (TTC). He views your movement as a “slave-pact” that would hand over local resources to Imperial megacorporations like Sternmetal Horizons. He has vowed to ruin your reputation in wider society, seeing you as a traitor to the independent spirit of the frontier.

Background

EDU DM was −1 at character creation (pre-academy EDU 3), so 2 background skills:

  • Streetwise
  • Flyer

Careers

Per 04 - Career Rules: each term you make one skill-table roll for surviving the term, plus an extra skill-table roll if your advancement roll succeeds — the rank bonus is in addition to that extra roll, not in place of it.

Term 1 — Pre-Career: Naval Academy (Graduated)

Entered the Naval Academy (entry INT 8+; DM+1 from END 8+; DM+1 from SOC 8+ N/A). Graduated the academy (INT 7+).

  • Service Skills all at level 0 (academy basic training): Pilot (spacecraft), Vacc Suit, Athletics, Gunner, Mechanic, Gun Combat.
  • Graduation picks (any three Service Skills raised to level 1): Pilot (Spacecraft) 1, Gun Combat (Energy) 1, Athletics (Dexterity) 1.
  • Graduation: EDU +1 (raises EDU 3 → 4; reflected in the Characteristics table above).
  • Graduation grants automatic entry into the Navy and a commission roll before the first Navy term with DM+2.
  • Commission roll (SOC 8+ with DM+2): passed — Randall enters his first Navy term as an Ensign (Officer Rank 1).
    • Rank 1 (Ensign) bonus: Melee (blade) 1.
  • Pre-Career Event 8: You join a political movement. Roll SOC 8+. If successful, you become a leading figure. Gain one Ally within the movement but gain one Enemy in wider society.succeeded the SOC 8+ check; gained 1 Ally (within the movement) and 1 Enemy (in wider society).

Term 2 — Navy (Flight, Officer) — 1st Navy Term

Survival DEX 7+, Advancement EDU 5+. As an Officer, Randall may roll term skills on the Officer table.

  • Term skill roll: Melee (blade) 2 (Officer row 4 — raises Rank 1 commission Melee (blade) 1 to 2).
  • Advanced to Rank 2 (Sublieutenant):
    • Rank 2 (Sublieutenant) bonus: Leadership 1.
    • Extra skill roll from advancement: Pilot (small craft) 1 (Flight assignment row 4).
  • Event 7 (Life Event): Roll on the Life Events table. — rolled Life Event 6 (New Relationship): You become involved in a romantic relationship. Gain an Ally. — gained 1 Ally (romantic partner).

Term 3 — Navy (Flight, Officer) — 2nd Navy Term

Survival DEX 7+, Advancement EDU 5+.

  • Term skill roll: Electronics (Remote Ops) 1 (Officer row 2 “Electronics” — specialty Remote Ops; or equivalently Flight assignment row 6 “Electronics”).
  • Advancement EDU 5+ — failed (or natural roll ≤ terms in career). Per 04 - Career Rules, because the advancement roll ≤ terms spent in this career (now 3 Navy terms), Randall cannot continue in the Navy — he must leave at the end of this term. The Term 3 Benefit roll is retained (this is not a Mishap ejection).
  • Event 3: You join a gambling circle on board. Gain Gambler 1 or Deception 1. If you wish, throw Gambler 8+. If you succeed, gain an extra Benefit roll from this career; if you fail, you lose one Benefit roll from this career. — chose Gambler 1, then succeeded the optional Gambler 8+ throw — gains one extra Benefit roll from the Navy career.

Term 4 — Rogue (Pirate) — 3rd Career Term

Qualified (DEX 6+; DM−1 per previous career — Navy counts, Naval Academy does not). With DEX 12 (DM+2) − 1 = net DM+1.

Survival DEX 6+, Advancement INT 6+.

  • Basic Training (subsequent career): skipped in favour of rolling on a skill table for the term skill.
  • Term skill roll: Vacc Suit 1 (Pirate assignment row 5 — raises Navy basic-training Vacc Suit 0 to 1).
  • Failed Survival roll — rolled on the Rogue Mishap table.
  • Mishap 4: A job goes wrong, forcing you to flee off-planet. Gain one of Deception 1, Pilot (small craft or spacecraft) 1, Athletics (dexterity) 1 or Gunner 1. — took Deception 1.
  • Ejected from the Rogue career; no Benefit roll for Term 4.

Term 5 — Marine (Star Marine) — 4th Career Term

Entered Marines (qualified END 6+ with DM−2 for two previous careers, or via the Draft — not specified in the raw notes; Marine = roll 3 on the Draft Table).

Survival END 6+, Advancement EDU 6+.

  • Basic Training (subsequent career): skipped in favour of rolling on a skill table for the term skill.
  • Term skill roll: Tactics (naval) 1 (Service Skills row 3 “Tactics” — specialty Naval chosen, reflecting Randall’s Navy background; the Officer table is not available because he is not commissioned in the Marines).
  • Failed Survival roll — rolled on the Marine Mishap table.
  • Mishap 1: Severely injured in action (this is the same as a result of 2 on the Injury table). Alternatively, roll twice on the Injury table and take the lower result. — took the Injury 2 result (reduce one physical characteristic by 1D; 1D rolled 5). The lost 5 points were paid to restore (see medical debt below), so the Characteristics table above reflects the pre-injury physical scores.
  • Medical bills: Cr25,000 medical debt — Marine career at Rank 0 (no medical-bills DM), 0% covered; the full Cr5,000 × 5-point restoration cost is owed.
  • Ejected from the Marine career; no Benefit roll for Term 5.
  • Ageing roll: End of fourth career term — passed the Ageing roll (no characteristic loss).

Benefits

4 Benefit rolls, all from the Navy career (the only career Randall mustered out of with rolls): 2 for the two completed Navy terms + 1 rank bonus for reaching Rank 2 (Sublieutenant) + 1 extra from Term 3 Event 3 (succeeded the optional Gambler 8+ throw). The Rogue and Marine careers granted no Benefit rolls (Mishap ejection, Rank 0). See the Navy table in Career - Navy.

#ColumnResultDetail
1Other BenefitsShip’s BoatNavy Benefits roll 6 (chose Ship’s Boat over two Ship Shares). A small craft, limit MCr10 / TL12.
2Other BenefitsPilot (small craft) +1Navy Benefits roll 6 again — per the Ship’s Boat entry in 07 - Benefits, a repeat result grants Pilot (small craft). Raises Pilot (small craft) 1 → 2.
3CashCr20,000Navy Cash roll 5 (Gambler DM+1 applied).
4CashCr5,000Navy Cash roll 2/3 (Gambler DM+1 applied).

Cash total: Cr25,000. Gambler 1 grants DM+1 to all Cash-column rolls (07 - Benefits). No Rank DM+1 to Benefit rolls — that requires Rank 5–6, and Randall topped out at Rank 2. Cash-column usage: 2 of the lifetime maximum of 3. Per 07 - Benefits (Medical Debt), the Cr25,000 is applied in full to the Cr25,000 Term 5 medical debt before the campaign begins. Debt cleared; net starting cash Cr0.

Skills

SkillLevelSource
Melee (Blade)2Term 1 commission rank-1 bonus (1) → Term 2 term skill (2)
Pilot (Small Craft)2Term 2 advancement extra (Flight row 4) 1 → Navy mustering-out Benefit (repeat Ship’s Boat) 2
Pilot (Spacecraft)2Naval Academy basic training 0 → Term 1 graduation pick (1) → Connections Rule (Kael/Dax pirate escape) (2)
Tactics (Naval)2Term 5 term skill (1) → Connections Rule (Hudson/Dax rescue mission) (2)
Athletics (Dexterity)1Naval Academy basic training Athletics 0 → Term 1 graduation pick
Deception1Term 4 Mishap 4 result
Electronics (Remote Ops)1Term 3 term skill
Gambler1Term 3 Event 3
Gun Combat (Energy)1Naval Academy basic training Gun Combat 0 → Term 1 graduation pick
Gunner (Screen)1Naval Academy basic training Gunner 0 → Skills Package (custom allocation)
Leadership1Term 2 rank-2 (Sublieutenant) bonus
Vacc Suit1Naval Academy basic training 0 → Term 4 term skill (Pirate row 5)
Flyer0Background
Gunner0Naval Academy basic training (Term 1)
Mechanic0Naval Academy basic training (Term 1)
Streetwise0Background