Zane Auryn
Character Summary
Species: Human | Age: 42 | Homeworld: — | Careers: Rogue (Pirate) Rank 1; Entertainer (Performer) Rank 1; Drifter (Scavenger) Rank 0
Characteristics
| Characteristic | Score | DM |
|---|---|---|
| Strength (STR) | 3 | -1 |
| Dexterity (DEX) | 13 | +2 |
| Endurance (END) | 6 | +0 |
| Intellect (INT) | 8 | +0 |
| Education (EDU) | 8 | +0 |
| Social Standing (SOC) | 9 | +1 |
Skills
| Skill | Level |
|---|---|
| Athletics (Dexterity) | 2 |
| Carouse | 2 |
| Engineer (Life Support) | 2 |
| Gun Combat (Energy) | 2 |
| Gunner (Turret) | 2 |
| Medic | 1 |
| Stealth | 1 |
| Art | 0 |
| Deception | 0 |
| Language | 0 |
| Mechanic | 0 |
| Recon | 0 |
| Streetwise | 0 |
Weapons
| Weapon | TL | Range | Damage | KG | Magazine | Traits |
|---|---|---|---|---|---|---|
| Laser Carbine | 9 | 150m | 4D | 4 | 50 | Zero-G |
Equipment
| Item | Notes |
|---|---|
| Ancient Technology Artefact | Older than the Imperium; origin and function undefined |
| Party Far Trader (shared) | 1 Ship Share consolidated into the party Far Trader |
Finances
| Pension | — |
| Debt | — |
| Cash on Hand | Cr40,000 |
| Monthly Ship Payments | — |
| Living Cost | — |
Allies, Contacts, Enemies, Rivals
- Ally: University clique ×3 (Term 1 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.
- A fellow student (could be Krieger).
- A fellow student (could be Kael).
- Ally: Drifter mustering-out benefit
- You have never met the elusive and feared Regina crime lord Ven Yasha in person, yet through your years as a space-going corsair, you have gained his sprawling organization as a powerful Ally. Your connection is managed entirely through cold, professional proxies.
- Contact: Entertainer mustering-out benefit
- As a performer, you were hired to provide entertainment for one of Kafla Thingvellir lavish donor galas on Mora. He values “beauty and the extraordinary” above all else and treats his favourite artists as “lucky charms” for his various hunting safaris.
Background
- Language
- Mechanic
- Streetwise
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: University (Failed to Graduate)
Qualified (EDU 6+; +1 if SOC 9+ — Ryan has SOC 9 so the bonus applies). EDU +1 for attending. Picked one university skill at level 1 and one at level 0. Failed the INT 6+ graduation roll — no graduation benefits, but skills earned during the term are kept.
- Level-1 pick (kept at 1, no graduation bump): Engineer (life support) 1
- Level-0 pick (kept at 0, no graduation bump): Art 0
- Pre-Career Event 6: You become involved in a tightly knit clique or group and make a pact to remain friends forever, wherever in the galaxy you may end. Gain D3 Allies. — rolled 3 Allies.
Term 2 — Rogue (Pirate) — 1st Rogue Term
Survival DEX 6+, Advancement INT 6+.
- Basic Training (first career — university doesn’t count): all six Rogue Service Skills at level 0 — Deception, Recon, Athletics, Gun Combat, Stealth, Streetwise.
- Term skill roll: Athletics (Dexterity) 1 (Service Skills row 3).
- Advanced to Rank 1 (Henchman):
- Rank 1 bonus: Pilot 1 or Gunner 1 → Gunner 1.
- Extra skill roll from advancement: Gunner 2 (Pirate row 3 — raises rank-bonus Gunner 1 to 2).
- Event 11: A crime lord considers you his protégé. Either gain Tactics (military) 1 or DM+4 to your next advancement roll thanks to their aid. — chose DM+4 to next advancement (no skill).
Term 3 — Rogue (Pirate) — 2nd Rogue Term
Survival DEX 6+, Advancement INT 6+ (with the banked DM+4 from the crime lord).
- Term skill roll: Engineer (life support) 2 (raised from level 1; Engineer is on the Pirate sub-table at row 4).
- Advancement INT 6+ — rolled a natural 2 (even with the banked DM+4 from Term 2, the natural 2 means no promotion). Per 04 - Career Rules, because the advancement roll (2) ≤ terms spent in this career (2 Rogue terms), Ryan cannot continue in the Rogue career — he must leave at the end of this term. The Term 3 Benefit roll is retained (this is not a Mishap ejection).
- Event 8: You spend months in the dangerous criminal underworld. Gain one of Streetwise 1, Stealth 1, Melee 1 or Gun Combat 1. — chose Gun Combat (energy) 1.
Term 4 — Entertainer (Performer) — 1st Entertainer Term
Qualified (DEX or INT 5+; DM−1 per previous career — Rogue counts, university doesn’t). With DEX 13 (DM+2) − 1 for one previous career = net DM+1.
Survival INT 5+, Advancement DEX 7+.
- Basic Training (subsequent career — pick one Entertainer Service Skill at level 0): took Carouse 0.
- Term skill roll: Carouse 1 (Performer row 3 — raises basic-training Carouse 0 to 1).
- Advanced to Rank 1 (Performer):
- Rank 1 bonus: DEX +1 (raises DEX 12 → 13; reflected in the Characteristics table above).
- Extra skill roll from advancement: Athletics (Dexterity) 2 (Performer row 2 — raises Athletics (Dexterity) from 1 to 2).
- Event 10: One of your pieces of art is stolen and the investigation brings you into the criminal underworld. Gain one of Streetwise 1, Investigate 1, Recon 1 or Stealth 1. — took Stealth 1 (raises Rogue basic-training Stealth 0 to 1).
Term 5 — Entertainer (Performer) — 2nd Entertainer Term
Survival INT 5+ (INT 8, DM+0), Advancement DEX 7+ (DEX 13, DM+2). Survived (no mishap).
- Term skill roll: Carouse 2 (Performer row 3 — raises Carouse from 1 to 2).
- Event 7 → Life Event, rolled 9 (Travel): You move to another world. You gain DM+2 to your next qualification roll. Banked but unused — his next career (Drifter) qualifies automatically, so no qualification roll was made. The DM+2 carries forward (see Notes in summary).
- No advancement — remains Rank 1 (Performer). Ryan left the Entertainer career at the end of this term.
- Ageing (age 38 — first ageing roll): the ageing roll (2D − total terms) came up on the −2 row: reduce three physical characteristics by 1 → STR 4→3, DEX 13→12, END 7→6. (The DEX point is later restored by a mustering-out Benefit — see Benefits.)
Term 6 — Drifter (Scavenger) — 1st Drifter Term
Qualification: automatic (Drifter is always available). Survival DEX 7+ (DEX 12 after ageing, DM+2), Advancement END 7+ (END 6, DM+0). Survived (no mishap).
- Basic Training (subsequent career; Drifters use the Assignment Skills table for basic training, not Service Skills). Accepted rule variant: rolled in lieu of a basic-training pick.
- Term skill roll: Gun Combat (energy) 2 (Scavenger row 6 is generic Gun Combat — applied to Ryan’s existing energy specialty, raising it from 1 to 2).
- Event 6 → Unusual Event, rolled 6 (Ancient Technology): You have something older than the Imperium, or even older than humanity. (See Equipment in summary.)
- No advancement — remains Rank 0 (no Scavenger rank bonus; Rank 1 would have granted Vacc Suit 1).
- No ageing effect this term (age 42 — the ageing roll produced no reduction).
Benefits
Benefit-roll budget — 7 rolls (per 07 - Benefits: one per full term + bonus rolls for highest rank):
| Career | Terms | Highest Rank | Rolls |
|---|---|---|---|
| Rogue | 2 (Terms 2–3) | Rank 1 → +1 | 3 |
| Entertainer | 2 (Terms 4–5) | Rank 1 → +1 | 3 |
| Drifter | 1 (Term 6) | Rank 0 → +0 | 1 |
| Total | 7 |
Cash-column rolls used: 2 of the lifetime max of 3 (No Cash + Cr40,000).
| # | Result | Column | Career | Effect |
|---|---|---|---|---|
| 1 | Weapon | Other | Rogue | Laser Carbine (TL10, Cr2,500). |
| 2 | DEX +1 | Other | Rogue | DEX 12→13 (restores the ageing loss). |
| 3 | Ship Share | Other | Rogue | 1 Ship Share (MCr1 toward a ship; Cr1,000/yr pension if unused). |
| 4 | No Cash | Cash | Entertainer | Nothing. |
| 5 | Cr40,000 | Cash | Entertainer | Cr40,000 starting cash. |
| 6 | Contact | Other | Entertainer | Gain a Contact (undefined). |
| 7 | Ally | Other | Drifter | Gain an Ally (undefined). |
No pension: Drifter (his final career) is pension-excluded, and he never served 5 terms in one career.
Skills
| Skill | Level | Source |
|---|---|---|
| Athletics (Dexterity) | 2 | Basic Training Athletics 0 → Term 2 term skill (1) → Term 4 advancement extra (2) |
| Carouse | 2 | Entertainer Basic Training 0 (Term 4) → Term 4 term skill (1) → Term 5 term skill (2) |
| Engineer (Life Support) | 2 | Term 1 University level-1 pick (1) → Term 3 term skill (2) |
| Gun Combat (Energy) | 2 | Rogue Basic Training 0 (Term 2) → Term 3 Event 8 (1) → Term 6 term skill (2) |
| Gunner (Turret) | 2 | Term 2 rank-1 bonus (1) → Term 2 advancement extra (2) |
| Medic | 1 | Skills Package (custom allocation) |
| Stealth | 1 | Rogue Basic Training 0 (Term 2) → Term 4 Event 10 |
| Art | 0 | Term 1 University level-0 pick (no graduation bump) |
| Deception | 0 | Rogue Basic Training (Term 2) |
| Language | 0 | Background |
| Mechanic | 0 | Background |
| Recon | 0 | Rogue Basic Training (Term 2) |
| Streetwise | 0 | Background; also Rogue Basic Training (Term 2) |