Algernop Krieger

Character Summary

Species: Human | Age: 42 | Homeworld: — | Career: Scholar (Physician), Rank 4

Characteristics

CharacteristicScoreDM
Strength (STR)3-1
Dexterity (DEX)7+0
Endurance (END)7+0
Intellect (INT)7+0
Education (EDU)14+2
Social Standing (SOC)9+1

Skills

SkillLevel
Medic4
Persuade2
Electronics (Sensors)1
Investigate1
Jack-of-all-Trades1
Science (Psionicology)2
Science (Genetics)1
Engineer (J-Drive)1
Gun Combat (Energy)1
Broker1
Diplomat0
Drive0
Flyer0
Profession0
Seafarer0

Equipment

ItemNotes
Medikit (TL10)Scientific Equipment benefit; Cr1,000
Party Far Trader (shared)Lab Ship and 4 Ship Shares consolidated into the party Far Trader

Finances

PensionCr10,000/year
Debt
Cash on HandCr160,000
Monthly Ship Payments
Living Cost

Allies, Contacts, Enemies, Rivals

  • Ally: University clique (Pre-Career Event 6)
    • During your first term at the university, you were part of an ambitious archaeology and history clique that found themselves captivated by Vlen, a restless visiting professor who preferred field anecdotes to dry lectures. You and your friends made a pact to stay in touch, and Vlen — the “favorite uncle” of the group — seemed to take a genuine interest in your career, even offering advice on navigating the unconventional circles of the Spinward Marches.

Background

EDU DM was +1 at character creation (creation roll EDU 11 — university and a career of study later raised it to 14; see Careers), so 4 background skills:

  • Drive
  • Profession
  • Seafarer
  • Medic (also gained at 0 from Scholar Basic Training in Term 1; later raised)

Careers

Pre-Career — University (graduated)

Ages 18–22. Entry EDU 6+ (DM+1 for SOC 8… 9 after development; passed comfortably at EDU 11).

  • Major (level 1): Science. Minor (level 0): Medic.
  • EDU +1 for attending (11 → 12).
  • Graduation: rolled INT 6+ (INT 6 at the time, DM+0) and graduated (not honours, so DM+1 rather than DM+2).
    • EDU +1 for graduating (12 → 13; reflected in the Characteristics table above).
    • Both subjects raised one level: Science 1 → 2 and Medic 0 → 1.
    • DM+1 to qualify for Scholar (applied in Term 1).
  • Pre-Career Event 6: You become involved in a tightly knit clique or group and make a pact to remain friends forever… Gain D3 Allies. — gained 1 Ally (a university clique that overlaps Kael’s and Zane’s — a natural anchor for the pending Connections; see Notes).

Term 1 — Scholar (Physician) — 1st Term

Qualified (INT 6+, with the university graduation DM+1). Survival EDU 4+, Advancement EDU 8+.

  • Basic Training (first career): all six Scholar Service Skills at level 0 — Flyer (Service Skills row 1 “Drive or Flyer” → chose Flyer), Electronics, Diplomat, Medic, Investigate, Science (Medic is already 1 and Science already 2 from university — basic training does not lower them).
  • Term skill roll: Electronics 1 (Service Skills row 2 — raises basic-training Electronics 0 to 1).
  • Advanced to Rank 1:
    • Rank 1 bonus: Medic 2 (Physician rank-1 “Medic” — raises university Medic 1 to 2).
    • Extra skill roll from advancement: Medic 3 (Physician row 4 “Medic” — raises Medic 2 to 3).
  • Event 10: You become entangled in a bureaucratic or legal morass that distracts you from your work. Gain one of Admin 1, Advocate 1, Persuade 1 or Diplomat 1. — took Persuade 1.

Term 2 — Scholar (Physician) — 2nd Term

Survival EDU 4+, Advancement EDU 8+.

  • Term skill roll: Personal Development → INT +1 (INT 6 → 7).
  • Advanced to Rank 2:
    • Rank 2 bonus: (none).
    • Extra skill roll from advancement: Investigate 1 (Physician row 3 — raises basic-training Investigate 0 to 1).
  • Event 6: You are given advanced training in a specialist field. Roll EDU 8+ to gain any one skill of your choice at level 1.passed and took Jack-of-all-Trades 1.

Term 3 — Scholar (Physician) — 3rd Term

Survival EDU 4+, Advancement EDU 8+.

  • Term skill roll: Personal Development → EDU +1 (EDU 13 → 14; reflected in the Characteristics table above).
  • Advanced to Rank 3:
    • Rank 3 bonus: Science 3 (Physician rank-3 “Science” — raises university Science 2 to 3).
    • Extra skill roll from advancement: Personal Development → END +1 (END 6 → 7).
  • Event 5: You win a prestigious prize for your work… Gain DM+1 to any one Benefit roll.DM+1 banked for mustering out (spent on a Cash roll; see Benefits).
  • Ageing roll: End of the fourth four-year block (age 34) — applied STR −1 (5 → 4; reflected in the Characteristics table above).

Term 4 — Scholar (Physician) — 4th Term

Survival EDU 4+, Advancement EDU 8+.

  • Term skill roll: Personal Development → SOC +1 (SOC 8 → 9).
  • Advanced to Rank 4:
    • Rank 4 bonus: (none).
    • Extra skill roll from advancement: Medic 4 (Physician row 4 “Medic” — raises Medic 3 to 4, the level-4 creation cap).
  • Event 10: …bureaucratic or legal morass… — took Persuade again (raises Persuade 1 → 2).
  • Ageing roll: End of the fifth block (age 38) — applied STR −1 (4 → 3; reflected in the Characteristics table above).

Term 5 — Scholar (Physician) — 5th Term

Survival EDU 4+, Advancement EDU 8+.

  • Term skill roll: Personal Development → DEX +1 (DEX 6 → 7).
  • No advancement attempt this term — Doc stays at Rank 4 and musters out at the end of the term.
  • Event 7 (Life Event): Roll on the Life Events table. — rolled Life Event 10 (Good Fortune): Something good happens to you… Gain DM+2 to any one Benefit roll.DM+2 banked for mustering out (spent on a Lab Ship roll; see Benefits).
  • Ageing roll: End of the sixth block (age 42) — passed (no effect; STR stays 3). No characteristic reached 0, so no ageing crisis and no emergency-care debt.

Benefits

Doc musters out of the Scholar career after five full terms at Rank 4, earning 7 Mustering-Out Benefit rolls (07 - Benefits): 5 for his five full terms plus 2 rank-bonus rolls for reaching Rank 3–4. (The university term is not a career term, so it adds no Benefit roll. Rank 3–4 grants no DM+1 to Benefit rolls — that is Rank 5–6 only — and he has no Gambler skill, so there is no Cash DM either; instead he applies the two banked event DMs below.) Rolled on the Scholar Mustering Out Benefits table:

  • Lab Ship (Benefits roll 6) — 25% of the mortgage paid off.
  • Lab Ship (Benefits roll, 1D 4 +2 from the Term 5 “Good Fortune” DM) — a second Lab Ship result reduces the mortgage by another 25% → 50% mortgage paid off total. One of the two rolls on the Spacecraft Quirks table came up Double Maintenance.
  • Two Ship Shares (Benefits roll 3).
  • Two Ship Shares (Benefits roll 3)4 Ship Shares total (MCr1 each; can be put toward the Lab Ship’s remaining mortgage).
  • Scientific Equipment (Benefits roll 5) — one piece up to Cr2,000 / TL12.
  • Cr100,000 (Cash, 1D 6 +1 from the Term 3 “prestigious prize” DM → Cash roll 7).
  • Cr60,000 (Cash, roll 6).

Total mustering-out cash: Cr160,000. Two of the seven rolls were taken on the Cash column — within the lifetime cap of three. No medical or anagathic debt to clear, so the full Cr160,000 carries into play; up to Cr10,000 of it may be spent on personal equipment before adventuring.

Pension: retiring from a non-Scout/Rogue/Prisoner/Drifter career after 5 terms entitles Doc to a Cr10,000/year pension (07 - Benefits), collectable at any Class A/B starport.

Skills

SkillLevelSource
Medic4University minor (1) → Term 1 rank-1 bonus (2) → Term 1 advancement extra (3) → Term 4 advancement extra (4)
Persuade2Term 1 Event 10 morass (1) → Term 4 Event 10 morass (2)
Electronics (Sensors)1Basic Training 0 → Term 1 term skill
Investigate1Basic Training 0 → Term 2 advancement extra
Jack-of-all-Trades1Term 2 Event 6 (advanced training, EDU 8+) — any-skill pick
Science (Psionicology)2University major (1) → graduation bump (2)
Science (Genetics)1Term 3 rank-3 bonus
Engineer (J-Drive)1Connections Rule — Krieger/Kael clique (Krieger took J-Drive, Kael M-Drive)
Gun Combat (Energy)1Connections Rule — Krieger/Ryan medical-parts trafficking
Broker1Skills Package (custom allocation)
Diplomat0Scholar Basic Training (Term 1)
Drive0Background
Flyer0Scholar Basic Training (Term 1, “Drive or Flyer” → Flyer)
Profession0Background
Seafarer0Background