Storm Knight Careers
Well, Blogger does not import the double column sections, but it otherwise does a good job with my fancy word document that emulates the character pages...after I messed with the column sizing about a dozen times, that is (grrrr). Now I need to create the worksheets and deckplans for the Katar and Mule now, though...
Storm Knight Careers
The Storm Knights are the official military of the
Stormhaven Republic, fulfilling the roles of star navy, system defense, star
marine, special forces, and military intelligence.
The Storm Knights operate as three different organizations
or Orders: the Order of Thunder, the Order of the Inconstant Star, and the Order
of Shadows.
Pre-Education options: The Storm Knights do not
maintain service academies, preferring to train their officers in the field.
University graduates retain benefits for joining and receiving commissions in
the Storm Knights.
Each Order of the Storm Knights is considered a separate
career, but members of one Order can apply to join another without penalty if
they left their previous Order voluntarily and not as the result of a mishap.
Career-ending mishaps in one Order preclude applying to any other Order.
Table 7: Storm Knight Career Summary Table
Order
of Thunder
Members of the defenders of the
Republic's star systems. The Order of Thunder has the responsibility for system
defense, including monitors, system defense boats, and their jump transports,
starport defenses, and planetary defense batteries.
Qualification: INT 6+
DM-1 for every previous career
DM-2 if you are aged 42 or more
Commission: SOC 8+
Assignments
Choose one of the following.
Line/Engineer: You are responsible for running the
ship or its support systems.
Trooper/Gunner: You are a fighter, acting as a
ship's trooper or as a gunner.
Flight: You are a pilot of a shuttle, fighter, or other light craft.
Career Progress
Career Progress
|
Survival
|
Advancement
|
Line/Engineer
|
INT
5+
|
EDU
7+
|
Trooper/Gunner
|
END
6+
|
EDU
6+
|
Flight
|
DEX
7+
|
EDU
5+
|
Mustering Out Benefits
1D
|
Cash
|
Benefits
|
1
|
Cr1000
|
Equipment
|
2
|
Cr5000
|
+1
EDU
|
3
|
Cr5000
|
+1
INT
|
4
|
Cr10000
|
Equipment
|
5
|
Cr20000
|
Augment
|
6
|
Cr50000
|
Ship
Privilege
|
7
|
Cr50000
|
Ship
Privilege
|
Skills and Training
1D
|
Personal Development
|
Service Skills
|
Advanced Education (Min. EDU 8)
|
Officer(Commissioned Only)
|
1
|
STR
+1
|
Athletics
|
Admin
|
Admin
|
2
|
DEX
+1
|
Gun
Combat
|
Astrogation
|
Diplomat
|
3
|
END
+1
|
Gunner
|
Electronics
|
Electronics
|
4
|
INT
+1
|
Mechanic
|
Engineer
|
Leadership
|
5
|
EDU
+1
|
Pilot
|
Explosives
|
Melee
(blade)
|
6
|
SOC
+1
|
Vacc
Suit
|
Medic
|
Tactics
(naval)
|
1D
|
Line/Engineer
|
Trooper/Gunner
|
Flight
|
|
1
|
Admin
|
Gun
Combat
|
Electronics
|
|
2
|
Electronics
|
Gunner
|
Flyer
|
|
3
|
Engineer
|
Heavy
Weapons
|
Pilot
|
|
4
|
Flyer
|
Mechanic
|
Pilot
(small craft)
|
|
5
|
Mechanic
|
Tactics
|
Tactics
(naval)
|
|
6
|
Vacc
Suit
|
Vacc
Suit
|
Vacc
Suit
|
|
Ranks and Bonuses
Rank
|
Enlisted
|
Skill or Bonus
|
|
Rank
|
Officer
|
Skill or Bonus
|
0
|
Novice
|
―
|
|
0
|
Candidate
Knight
|
n/a
- attend Basic
|
1
|
Aspirant
|
Mechanic
1
|
|
1
|
O1
Knight
|
Melee
(blade) 1
|
2
|
E4
Acolyte
|
Vacc
Suit 1
|
|
2
|
O2
Knight
|
Leadership
1
|
3
|
E5
Acolyte
|
―
|
|
3
|
O4
Knight (Commander)
|
―
|
4
|
E6
Acolyte
|
END
+1
|
|
4
|
O5
Knight (Commander)
|
Tactics
(naval) 1
|
5
|
Chief
Acolyte
|
EDU
+1
|
|
5
|
O6
Knight (Commander)
|
Diplomat
1
|
6
|
Master
Acolyte
|
―
|
|
6
|
O7
Knight Commander
|
SOC
+2, minimum 11
|
Heroism Rule: In any term, you may take DM -1 or
DM -2 on your Survival roll and if you survive, gain that DM as a positive on that
term's Events roll. Also gain that positive DM on any roll to receive Knight Commander
by Deed for Mishaps and Events in that term.
Additional Promotions: If Rank 6 and promoted, if enlisted gain Knight Commander status as a
Master Chief Acolyte, if an officer, become an O8 Knight Commander, and if
promote again become an O9 Knight Grand Cross Commander.
Mishaps
1D
|
Mishap
|
1
|
Severely
injured (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.
|
2
|
Severely
injured (as above), in a heroic action. Keep this term's benefit roll, but
suffer INT -1 from brain injury. Roll 10+ to receive the honor of Knight Commander
by Deed and remain in the reserve.
|
3
|
During
a battle, defeat or victory depends on your actions. You must make an 8+ roll
using a branch service skill. If you fail, the ship suffers severe damage and
you are blamed for the disaster, court-martialed and discharged. If you
succeed, you are honorably discharged at the end of the term. If you succeeded
with Effect 4 or greater, gain the honor of Knight Commander by Deed and
remain in the reserve. If you succeeded with an Effect of 6 or greater, you
may also choose to remain in the career.
|
4
|
You
are blamed for an accident that causes the death of several crew members. If
you were responsible, then you gain one free roll on the Skills and Training
table before you are ejected from this career as your guilt drives you to
excel. If you were not, then gain the officer who blamed you as an Enemy, but
you keep your Benefit roll from this term.
|
5
|
You
are tormented by or quarrel with an officer or fellow crewman. Gain that
character as a Rival, as they force you out of the Order.
|
6
|
Injured.
Roll on the Injury Table.
|
Events
2D
|
Event
|
2
|
Disaster!
Roll on the Mishap Table, but you are not ejected from this career.
|
3
|
Trapped
in a damaged ship, you must use your wits to survive. Gain one of
Jack-of-all-Trades 1, Electronics 1, Mechanic 1, or Vacc Suit 1.
|
4
|
You
are given a special assignment or duty. Gain DM+1 to any one Benefit roll.
|
5
|
You
receive advanced training in a specialist field. Roll EDU 8+ to gain one
level in any skill you already have.
|
6
|
You
are assigned ground duty. Gain one of Carousing 1, Drive 1, Flyer 1, or Streetwise
1.
|
7
|
Life
Event. Roll on the Life Events Table.
|
8
|
Your
vessel participates in a notable action. Gain one of Electronics 1, Engineer
1, Gunner 1 or Pilot 1.
|
9
|
A
mission goes disastrously wrong due to your commanding officer’s error or
incompetence. If you report your commander for their failure then you gain
DM+2 to your next Advancement roll and gain the officer as an Enemy. If you
say nothing and protect them, gain them as an Ally.
|
10
|
Your
unit engages ihatei invaders in close combat. Gain one of Gun Combat 1, Gunnery
1, Electronics 1, Melee 1, or Vacc Suit 1. Roll 11+ to gain the position of Knight
Commander by Deed. If Rank O4 or greater, roll 8+ to gain the position of
Knight Commander by Rank.
|
11
|
You
are assigned to a frontline combat unit. Gain +4 on your next Advancement
roll. If Rank O4 or greater gain the position of Knight Commander by Rank.
|
12+
|
You
display heroism in the line of duty and gain the honor of Knight Commander by
Deed.
|
Order
of The Inconstant Star
Members of the interstellar defense
force of the Republic. The Order of the Inconstant Star has the responsibility
for mobile forces, e.g., starships and deployable troops whether inside or
outside the borders of the Republic.
Qualification: INT 7+
DM-1 for every previous career
DM-2 if you are aged 34 or more
Commission: SOC 8+
Assignments
Choose one of the following.
Line/Engineer: You are responsible for running the
ship or its support systems.
Trooper/Gunner: You are a fighter, acting as a
ship's trooper or as a gunner.
Flight: You are a pilot of a shuttle, fighter, or other light craft.
Career Progress
Career Progress
|
Survival
|
Advancement
|
Line/Engineer
|
INT
6+
|
EDU
6+
|
Trooper/Gunner
|
END
7+
|
EDU
5+
|
Flight
|
DEX
7+
|
EDU
5+
|
Mustering Out Benefits
1D
|
Cash
|
Benefits
|
1
|
Cr1000
|
Equipment
|
2
|
Cr5000
|
+1
EDU
|
3
|
Cr5000
|
+1
INT
|
4
|
Cr10000
|
Equipment
|
5
|
Cr20000
|
Augment
|
6
|
Cr50000
|
Ship
Privilege
|
7
|
Cr50000
|
Ship
Privilege
|
Skills and Training
1D
|
Personal Development
|
Service Skills
|
Advanced Education (Min. EDU 8)
|
Officer(Commissioned Only)
|
1
|
STR
+1
|
Athletics
|
Admin
|
Admin
|
2
|
DEX
+1
|
Gun
Combat
|
Astrogation
|
Diplomat
|
3
|
END
+1
|
Gunner
|
Electronics
|
Electronics
|
4
|
INT
+1
|
Mechanic
|
Engineer
|
Leadership
|
5
|
EDU
+1
|
Pilot
|
Explosives
|
Melee
(blade)
|
6
|
SOC
+1
|
Vacc
Suit
|
Medic
|
Tactics
(naval)
|
1D
|
Line/Engineer
|
Trooper/Gunner
|
Flight
|
|
1
|
Admin
|
Gun
Combat
|
Astrogation
|
|
2
|
Electronics
|
Gunner
|
Electronics
|
|
3
|
Engineer
|
Heavy
Weapons
|
Flyer
|
|
4
|
Flyer
|
Mechanic
|
Pilot
|
|
5
|
Mechanic
|
Tactics
|
Pilot
(small craft)
|
|
6
|
Vacc
Suit
|
Vacc
Suit
|
Vacc
Suit
|
|
Ranks and Bonuses
Rank
|
Enlisted
|
Skill or Bonus
|
|
Rank
|
Officer
|
Skill or Bonus
|
0
|
Novice
|
―
|
|
0
|
Candidate
Knight
|
n/a
- attend Basic
|
1
|
Aspirant
|
Mechanic
1
|
|
1
|
O1
Knight
|
Melee
(blade) 1
|
2
|
E4
Acolyte
|
Vacc
Suit 1
|
|
2
|
O2
Knight
|
Leadership
1
|
3
|
E5
Acolyte
|
―
|
|
3
|
O4
Knight (Commander)
|
―
|
4
|
E6
Acolyte
|
END
+1
|
|
4
|
O5
Knight (Commander)
|
Tactics
(naval) 1
|
5
|
Chief
Acolyte
|
EDU
+1
|
|
5
|
O6
Knight (Commander)
|
Diplomat
1
|
6
|
Master
Acolyte
|
―
|
|
6
|
O7
Knight Commander
|
SOC
+2, minimum 11
|
Heroism Rule: In any term, you may take DM -1 or DM -2 on your Survival roll and if
you survive, gain that DM as a positive on that term's Events roll. Also gain that
positive DM on any roll to receive Knight Commander by Deed for Mishaps and Events
in that term.
Additional Promotions: If Rank 6 and promoted, if enlisted gain Knight Commander status as a
Master Chief Acolyte, if an officer, become an O8 Knight Commander, and if
promote again become an O9 Knight Grand Cross Commander.
Mishaps
1D
|
Mishap
|
1
|
Severely
injured (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.
|
2
|
Severely
injured (as above), in a heroic action. Keep this term's benefit roll, but
suffer INT -1 from brain injury. Roll 9+ to receive the honor of Knight Commander
by Deed and remain in the reserve.
|
3
|
During
a battle, defeat or victory depends on your actions. You must make an 8+ roll
using a branch service skill. If you fail, the ship suffers severe damage and
you are blamed for the disaster, court-martialed and discharged. If you
succeed, you are honorably discharged at the end of the term. If you succeeded
with Effect 4 or greater, gain the honor of Knight Commander by Deed and
remain in the reserve. If you succeeded with an Effect of 6 or greater, you
may also choose to remain in the career.
|
4
|
You
are blamed for an accident that causes the death of several crew members. If
you were responsible, then you gain one free roll on the Skills and Training
table before you are ejected from this career as your guilt drives you to
excel. If you were not, then gain the officer who blamed you as an Enemy, but
you keep your Benefit roll from this term.
|
5
|
You
are tormented by or quarrel with an officer or fellow crewman. Gain that
character as a Rival, as they force you out of the Order.
|
6
|
Injured.
Roll on the Injury Table.
|
Events
2D
|
Event
|
2
|
Disaster!
Roll on the Mishap Table, but you are not ejected from this career.
|
3
|
Trapped
in a damaged ship, you must use your wits to survive. Gain one of
Jack-of-all-Trades 1, Electronics 1, Mechanic 1, or Vacc Suit 1.
|
4
|
You
are given a special assignment or duty. Gain DM+1 to any one Benefit roll.
|
5
|
You
receive advanced training in a specialist field. Roll EDU 8+ to gain one
level in any skill you already have.
|
6
|
You
are assigned duty on a foreign world. Gain one of Carousing 1, Diplomat-1, Drive
1, Flyer 1, Streetwise 1 or Survival-1.
|
7
|
Life
Event. Roll on the Life Events Table.
|
8
|
Your
vessel participates in a notable action. Gain one of Electronics 1, Engineer
1, Gunner 1 or Pilot 1.
|
9
|
A
mission goes disastrously wrong due to your commanding officer’s error or
incompetence. If you report your commander for their failure then you gain
DM+2 to your next Advancement roll and gain the officer as an Enemy. If you
say nothing and protect them, gain them as an Ally.
|
10
|
Your
unit engages hostiles in close combat. Gain one of Gun Combat 1, Gunnery 1, Electronics
1, Melee 1, or Vacc Suit 1. Roll 10+ to gain the position of Knight Commander
by Deed. If Rank O4 or greater, roll 8+ to gain the position of Knight
Commander by Rank.
|
11
|
You
are assigned to a frontline combat unit. Gain +4 on your next Advancement
roll. If Rank O4 or greater gain the position of Knight Commander by Rank.
|
12+
|
You
display heroism in the line of duty and gain the honor of Knight Commander by
Deed.
|
Order of Shadows
Members of the elite special force of
the Republic. The Order of Shadows is responsible for covert and special
operations, e.g., jump troops, specialized commandos, and espionage.
Qualification: END 7+
DM-1 for every previous career
DM-2 if you are aged 30 or more
Commission: SOC 8+
Assignments
Choose one of the following.
Special Operations: You are a member of an elite unit
of commando-trained jump troops.
Intelligence: You are a covert operative working
beyond the borders of the Republic.
Analysis: You are an intelligence analysist, working to keep the Republic safe
from behind a desk.
Career Progress
Career Progress
|
Survival
|
Advancement
|
Special
Operations
|
END
7+
|
EDU
5+
|
Intelligence
|
INT
7+
|
EDU
5+
|
Analysis
|
INT
5+
|
EDU
6+
|
Mustering Out Benefits
1D
|
Cash
|
Benefits
|
1
|
Cr2000
|
Equipment
|
2
|
Cr10000
|
+1
EDU
|
3
|
Cr10000
|
+1
INT
|
4
|
Cr20000
|
Equipment
|
5
|
Cr20000
|
Augment
|
6
|
Cr50000
|
Ship
Privilege
|
7
|
Cr50000
|
Ship
Privilege
|
Skills and Training
1D
|
Personal Development
|
Service Skills
|
Advanced Education (Min. EDU 8)
|
Officer(Commissioned Only)
|
1
|
STR
+1
|
Athletics
|
Advocate
|
Admin
|
2
|
DEX
+1
|
Gun
Combat
|
Deception
|
Diplomat
|
3
|
END
+1
|
Melee
|
Electronics
|
Electronics
|
4
|
INT
+1
|
Recon
|
Engineer
|
Leadership
|
5
|
EDU
+1
|
Stealth
|
Medic
|
Melee
(blade)
|
6
|
Jack-of-all-Trades
|
Tactics
(military)
|
Survival
|
Tactics
(military)
|
1D
|
Special Operations
|
Intelligence
|
Analyst
|
|
1
|
Explosives
|
Deception
|
Admin
|
|
2
|
Gun
Combat
|
Electronics
|
Advocate
|
|
3
|
Heavy
Weapons
|
Gun
Combat
|
Electronics
|
|
4
|
Melee
|
Investigate
|
Investigate
|
|
5
|
Stealth
|
Recon
|
Language
|
|
6
|
Vacc
Suit
|
Stealth
|
Science
|
|
Ranks and Bonuses
Rank
|
Enlisted
|
Skill or Bonus
|
|
Rank
|
Officer
|
Skill or Bonus
|
0
|
Novice
|
Melee
1 or Vacc Suit 1
|
|
0
|
Candidate
Knight
|
n/a
- attend Basic
|
1
|
Aspirant
|
Gun
Combat 1
|
|
1
|
O1
Knight
|
Melee
(blade) 1
|
2
|
E4
Acolyte
|
Recon
1
|
|
2
|
O2
Knight
|
Leadership
1
|
3
|
E5
Acolyte
|
―
|
|
3
|
O4
Knight (Commander)
|
―
|
4
|
E6
Acolyte
|
END
+1
|
|
4
|
O5
Knight (Commander)
|
Tactics
(military) 1
|
5
|
Chief
Acolyte
|
EDU
+1
|
|
5
|
O6
Knight (Commander)
|
Diplomat
1
|
6
|
Master
Acolyte
|
―
|
|
6
|
O7
Knight Commander
|
SOC
+2, minimum 11
|
Heroism Rule: In any term, you may take DM -1 or DM -2 on your Survival roll and if
you survive, gain that DM as a positive on that term's Events roll. Also gain that
positive DM on any roll to receive Knight Commander by Deed for Mishaps and Events
in that term. An Analyst may not use the Heroism Rule.
Additional Promotions: If Rank 6 and promoted, if enlisted gain Knight Commander status as a
Master Chief Acolyte, if an officer, become an O8 Knight Commander, and if
promote again become an O9 Knight Grand Cross Commander.
Mishaps
1D
|
Mishap
|
1
|
Severely
injured (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.
|
2
|
Severely
injured (as above), in a heroic action. Keep this term's benefit roll, but
suffer INT -1 from brain injury. Roll 9+ to receive the honor of Knight Commander
by Deed and remain in the reserve.
|
3
|
During
a battle, defeat or victory depends on your actions. You must make an 8+ roll
using a branch service skill. If you fail, the ship suffers severe damage and
you are blamed for the disaster, court-martialed and discharged. If you
succeed, you are honorably discharged at the end of the term. If you succeeded
with Effect 4 or greater, gain the honor of Knight Commander by Deed and
remain in the reserve. If you succeeded with an Effect of 6 or greater, you
may also choose to remain in the career.
|
4
|
You
are blamed for an accident that causes the death of several crew members. If
you were responsible, then you gain one free roll on the Skills and Training
table before you are ejected from this career as your guilt drives you to
excel. If you were not, then gain the officer who blamed you as an Enemy, but
you keep your Benefit roll from this term.
|
5
|
You
are tormented by or quarrel with an officer or fellow crewman. Gain that
character as a Rival, as they force you out of the Order.
|
6
|
Injured.
Roll on the Injury Table.
|
Events
2D
|
Event
|
2
|
Disaster!
Roll on the Mishap Table, but you are not ejected from this career.
|
3
|
Trapped
behind enemy lines, you must use your wits to survive. Gain one of Survival
1, Stealth 1, Deception 1, or Streetwise 1.
|
4
|
You
are given a special assignment or duty. Gain DM+1 to any one Benefit roll.
|
5
|
You
receive advanced training in a specialist field. Roll EDU 8+ to gain one
level in any skill you already have.
|
6
|
You
are assigned duty on a starship. Gain one of Athletics 1, Electronics 1, Gunnery
1, or Vacc Suit 1.
|
7
|
Life
Event. Roll on the Life Events Table.
|
8
|
You
participate in a covert action. Gain one of Electronics 1, Gun Combat 1, Stealth
1, or Tactics(military) 1.
|
9
|
A
mission goes disastrously wrong due to your commanding officer’s error or
incompetence. If you report your commander for their failure then you gain
DM+2 to your next Advancement roll and gain the officer as an Enemy. If you
say nothing and protect them, gain them as an Ally.
|
10
|
Your
unit engages hostiles in close combat. Gain one of Gun Combat 1, Gunnery 1, Electronics
1, Melee 1, or Vacc Suit 1. Roll 10+ to gain the position of Knight Commander
by Deed. If Rank O4 or greater, roll 8+ to gain the position of Knight
Commander by Rank.
|
11
|
You
are assigned to a frontline combat unit. Gain +4 on your next Advancement
roll. If Rank O4 or greater gain the position of Knight Commander by Rank.
|
12+
|
You
display heroism in the line of duty and gain the honor of Knight Commander by
Deed.
|
Knight Commanders
Each Order confers Knight Commander status by Deed or by
Rank to its worthy members. The title and associated acronyms of each order are:
Order of Thunder: (KCOT), Order of the Inconstant Star: (KCOIS),
Order of Shadows (KCOS).
Knight Commander by Deed: This honor is granted as a
result of a career Event. When received, you gain SOC +1 or SOC 10, whichever
is higher, a large medallion inscribed with the Order's heraldic symbols, a
scarlet sash and a Sword of Honor.
Knight Commander by Rank: The honor is granted as a
result of a career Event, upon reaching Officer Rank 6 or a successful advancement
roll after reaching Enlisted Rank 6. When received, you gain SOC +1 or SOC 10,
whichever is higher, a large medallion inscribed with the Order's heraldic
symbols, a white sash and a Sword of Honor.
A Knight Commander by both Rank and Deed has a SOC of at least
11, but does not receive a second Sword of Honor. A Knight Grand Cross Commander
gains a SOC of at least 12. The head of each Order is the Knight Grand Master
of the order with a SOC of at least 13. . Increasingly ornate versions of sashes
and medallions are granted to Knight Grand Cross recipients and the Grand Master
of the Order.
Sword of Honor
The initial award of Knight Commander status confers a has a
Sword of Honor to its honorees. The combat-ready ceremonial sword is a long
blade of black industrial diamond with a titanium hilt inlaid with rabloeite
iridescent gems. The sword of the KCOIS is a longsword, the KCOS a katana, and
the KCOT a cutlass.
Order
of Thunder Cutlass
|
||||||||
TL
|
Range(m)
|
Damage
|
AP
|
Traits
|
Kg
|
Cost
|
||
12
|
Melee
|
3D+1
|
2
|
-
|
3
|
n/a
|
||
Order
of the Inconstant Star Longsword
|
||||||||
TL
|
Range(m)
|
Damage
|
AP
|
Traits
|
Kg
|
Cost
|
||
12
|
Melee
|
3D+2
|
2
|
-
|
3
|
n/a
|
||
Order
of Shadows Katana
|
||||||||
TL
|
Range(m)
|
Damage
|
AP
|
Traits
|
Kg
|
Cost
|
||
12
|
Melee
|
3D+3
|
4
|
-
|
3
|
n/a
|
||
While not
for sale to the public, estate sales and auctions have set the value of
a Sword of Honor at Cr25000-50000, with higher values associated with swords of
notable Storm Knights. Within the Stormhaven Republic, unauthorized display of
a Sword of Honor or impersonating a Storm Knight are felony offenses.
Conversely, no local laws can prevent Storm Knight Commanders from wearing
their Swords of Honor.
Benefits
Note: Only Knight Commanders receive DM +1 to all Benefit
rolls for the Storm Knight careers.
Augment: Gain any augment with a limit of Cr50000 and
TL 12. If you roll this benefit again, then you may either take a different augment
or increase the one you already possess by one level (this may take it above
the credit and TL limit).
Equipment: Select any one weapon, armor (including
vacc suits), or computer equipment with software with a limit of Cr25000 and TL
12. If you roll this benefit again, then you may either take a different piece
of equipment or trade in the one you already possess for equipment with a limit
of Cr50000, though the TL 12 limit remains. For subsequent awards, you must
choose different equipment or gain skill +1 in the use of the previously
selected equipment. Additionally, this benefit can be used on its first award
to gain a personalized Storm Knight Armored Vacc Suit, if you either have at
least Vacc Suit 1 skill or if you are a Knight Commander.
Ship Privilege: This benefit depends on status and
career path and requires you to remain on reserve status, subject to recall
while retaining use of the ship granted. Any Knight Commander may receive a Starfighter.
If not a Knight Commander, you may choose to receive a Katar-class
fighter if you have served at least one term in the flight branch of your
order. Otherwise you may choose a Mule-class tug. A ship acquired will
generally be 1 +1D decades old and have an appropriate amount of quirks. Subsequent
awards of Ship Privilege can be used to eliminate a negative quirk or add a positive
quirk to the ship.
If you do not wish to remain on reserve status, you may
choose to use each award of this benefit to gain 2D3 Ship Shares.
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