Character Creation
The PCs are all newly enrolled in to the 296th Imperial Naval Fleet and are undergoing Spaceboard Operations and Procedures (SOP) training at a naval facility. This does not mean that the PCs all have to have a Navy background, far from it. All it means that in 260-1130 IY, the campaign start date, the PCs have just enlisted in this particular fleet.
They might be volunteers as a fleet offers food, housing and medical support but also increases the risk of harm or even death.
They might have transferred in from another service. There might not be a unit from that other service present but they want to continue to serve.
They might be drafted in to the navy. People with relevant skills or a record of previous service (in any relevant organisation) may be forcibly enlisted. Some worlds offer bounties for such people as do some fleets.
They might be a prisoner who volunteers to enlist or is forcibly done. Some prisoners of war swap sides rather than face endless years in a POW camp or worse. Some criminals will enlist to escape penal servitude while others are just drafted.
All PCs will have 3 Imperial Warrants (bennies) they may use to pass a roll, use them wisely
The reason why a PC is there is important, so please think about it.
The aim is to create characters on a 1 to 1 with the GM. Either in person or on line. 
Rolling Character Stats
Roll 2d6, six times and allocate these to the attributes of your choice. If snake eyes is rolled then re-roll that one stat. If the average of all the stats is less than 7.6, then abandon the rolls and start again.
Please note there are no dump stats.
The three physical Stats, Strength, Dexterity and Endurance, are in practice the PCs hit points and both Strength and Dexterity will affect combat skills.
The total of Strength and Endurance is a character’s carrying capacity in kilograms. They may carry up to twice this level with -1 to activities and over twice it at -2.
Intelligence gives a modifier bonus for a high stat with relevant skills and is crucial in character generation.
The maximum number of skills a newly generated PC may have is no more than twice their Education stat. Again it gives a modifier bonus for a high stat with relevant skills and is crucial in character generation.
Social Standing is important in character generation and is helpful when dealing with other hierarchical structures such as many planetary governments and Imperial organisations.

Art by Quellion
Characters may be:
from any, reasonable, service branch.
Only enlisted personnel – No Officers
limited to a maximum of 3 terms (12 years) of service
The game starts in 1130 I.Y.
With three 4 year terms of service. College attendance counts towards this as well.
Characters will probably have been born in 1100 I.Y.
They will have probably joined their service in 1118 I.Y.
The Rebellion period starts 1116 I.Y.
The terms will be resolved using the modified “Rebellion amendments” as the frequency of non-combat missions decreases and the frequency of war duties (and survival roles) increases.
So stop and think- what type of character do you wish to play?
A dashing Imperial Marine

A heroic Imperial Army soldier
An Imperial Interstellar Scout Service explorer

An Imperial Navy stalwart

An enterprising Merchant Service member

Rebellion Amendments for All Characters failing Survival Rolls
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Discharge Table |
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Die Roll |
Result |
Effect |
Muster Effect |
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2 |
Death |
Death |
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3 |
Desertion/Cowardice |
-3 to Soc |
-4 Mustering Out |
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4 |
Mutiny |
-3 to Soc |
-3 Mustering Out |
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5 |
Insubordination |
-3 to Soc |
-2 Mustering Out |
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6 |
Unfitness/Physical |
-1 to Str/Dex or End |
-1 Mustering Out |
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7 |
Striking a superior |
-2 to Soc |
-1 Mustering Out |
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8 |
Drunkenness |
-2 to Soc |
+1 level Carousing |
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9 |
Other Disciplinary |
-1 to Soc |
-1 Mustering Out |
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10 |
Unfitness/Psychological |
-1 to Int |
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11 |
Transfer, role random |
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12 |
Transfer, your request |
+2 Soc |
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Transfer Table |
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Die Roll |
Service |
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1 |
Navy |
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2 |
Marines |
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3 |
Army |
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4 |
Scouts |
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5 |
Merchant |
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6 |
Choice |
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Amended Mustering Out Tables
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Automatic (mustering out) Skills |
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Service |
Skill |
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Navy |
Vacc Suit |
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Marine |
Cutlass (Blade) |
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Army |
Combat Rifleman |
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Scout |
Pilot |
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Merchant |
Admin |
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Mustering Out Table (amended) |
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Roll |
Navy |
Marines |
Army |
Scout |
Merchant |
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1 |
+1 Dex |
+1 End |
+1 End |
+1 Dex |
Broker |
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2 |
+1 Intel |
+1 Intel |
+1 Intel |
+2 Intel |
+1 Intel |
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3 |
+1 Educ |
+1 Educ |
+1 Educ |
+1 Educ |
+1 Educ |
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4 |
Blade |
Blade |
Gun Cbt |
Blade |
Blade |
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5 |
Vac Suit |
Cbt Armour |
Cbt Armour |
Vac Suit |
Gun Cbt |
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6 |
+2 Soc |
+2 Soc |
+1 Soc |
Choose |
Choose |
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