Daxton (Deadstick) Roarke
Character Summary
Species: Human | Age: 38 | Homeworld: — | Careers: Navy (Flight, Officer) Rank 2 — Sublieutenant; Rogue (Pirate); Marine (Star Marine)
Characteristics
| Characteristic | Score | DM |
|---|---|---|
| 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
| Skill | Level |
|---|---|
| Melee (Blade) | 2 |
| Pilot (Small Craft) | 2 |
| Pilot (Spacecraft) | 2 |
| Tactics (Naval) | 2 |
| Athletics (Dexterity) | 1 |
| Deception | 1 |
| Electronics (Remote Ops) | 1 |
| Gambler | 1 |
| Gun Combat (Energy) | 1 |
| Gunner (Screen) | 1 |
| Leadership | 1 |
| Vacc Suit | 1 |
| Flyer | 0 |
| Gunner | 0 |
| Mechanic | 0 |
| Streetwise | 0 |
Equipment
| Item | Notes |
|---|---|
| Ship’s Boat | Navy mustering-out benefit; small craft, limit MCr10 / TL12 |
Finances
| Pension | — |
| Debt | — |
| Cash on Hand | Cr0 |
| 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.
| # | Column | Result | Detail |
|---|---|---|---|
| 1 | Other Benefits | Ship’s Boat | Navy Benefits roll 6 (chose Ship’s Boat over two Ship Shares). A small craft, limit MCr10 / TL12. |
| 2 | Other Benefits | Pilot (small craft) +1 | Navy 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. |
| 3 | Cash | Cr20,000 | Navy Cash roll 5 (Gambler DM+1 applied). |
| 4 | Cash | Cr5,000 | Navy 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
| Skill | Level | Source |
|---|---|---|
| Melee (Blade) | 2 | Term 1 commission rank-1 bonus (1) → Term 2 term skill (2) |
| Pilot (Small Craft) | 2 | Term 2 advancement extra (Flight row 4) 1 → Navy mustering-out Benefit (repeat Ship’s Boat) 2 |
| Pilot (Spacecraft) | 2 | Naval Academy basic training 0 → Term 1 graduation pick (1) → Connections Rule (Kael/Dax pirate escape) (2) |
| Tactics (Naval) | 2 | Term 5 term skill (1) → Connections Rule (Hudson/Dax rescue mission) (2) |
| Athletics (Dexterity) | 1 | Naval Academy basic training Athletics 0 → Term 1 graduation pick |
| Deception | 1 | Term 4 Mishap 4 result |
| Electronics (Remote Ops) | 1 | Term 3 term skill |
| Gambler | 1 | Term 3 Event 3 |
| Gun Combat (Energy) | 1 | Naval Academy basic training Gun Combat 0 → Term 1 graduation pick |
| Gunner (Screen) | 1 | Naval Academy basic training Gunner 0 → Skills Package (custom allocation) |
| Leadership | 1 | Term 2 rank-2 (Sublieutenant) bonus |
| Vacc Suit | 1 | Naval Academy basic training 0 → Term 4 term skill (Pirate row 5) |
| Flyer | 0 | Background |
| Gunner | 0 | Naval Academy basic training (Term 1) |
| Mechanic | 0 | Naval Academy basic training (Term 1) |
| Streetwise | 0 | Background |