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.


Career
Assignment
Qualification
Survival
Advancement
Order of Thunder

INT 6+




Line/Engineer


INT 5+
EDU 7+


Trooper/Gunner


END 6+
EDU 6+


Flight


DEX 7+
EDU 5+
Order of the Inconstant Star

INT 7+



Line/Engineer

INT 6+
EDU 6+

Trooper/Gunner

END 7+
EDU 5+

Flight

DEX 7+
EDU 5+
Order of Shadows

END 7+



Special Operations

END 7+
EDU 5+

Intelligence

INT 7+
EDU 5+

Analysis

INT 5+
EDU 6+
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



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



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



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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