Cole Castock

Scout 886AB8, age 42, 5 terms, Cr1,100,000
Admin-3, Air/Raft-0, Auto Pistol-1, Brawling-1, Carousing-2, Communications-1, Computer-5, Dagger-1, Electronics-2, Gambling-3, Hunting-1, Mechanical-1, Vacc Suit-0
Owns a dagger and an Empress Mavara class far trader with 20 years payment remaining.

Now that he's out of the service, Cole wants to travel the universe on his own terms. Once he's paid off his loans and owns his ship outright, he can get a close-up view of all of those weird cosmic anomalies that he's only seen in data files sent by actual survey teams. Maybe he can join a xenoarchaeological corporation as a freelance computer wizard! And in the meantime, he can explore the cuisines and the card games of dozens of worlds along his route…

Character Creation

Str 7
Dex 9
End 6
Int 8
Edu A
Soc 8

Smart and well-educated, this fine fellow should have a bright future if his poor health doesn't get him killed.

College
Admission: Success! Easy peasy.
Graduate: Success! Ditto.
Education: +1 EDU. Up to Edu B.
Honors: Nope. Too many electives, I'll bet. Or perhaps undercut by a nerdy rival!

Term 1
Enlist in Scouts: Automatic for college graduates.
Office Assignment: Administration.
Initial Training: Admin-1.
Age 23: Duty assignment: Routine. Survives automatically. Promotion to E2: Apprentice Clerk. Skill: No. Gun Combat-1. Boot camp, of a sort.
Age 24: Duty assignment: Base. Survives automatically. Promotion to E3: Journeyman. Skill: Yes. Carousing-1, Computer-1. After four years of Future College, time to learn how to pound a brew and program a computer.
Age 25: Duty assignment: Routine. Survives automatically. Promotion to E4: Skilled Worker. Skill: Yes. Computer-2, Gambling-1. Cole has a talent for manipulating those infernal adding machines, which he uses to re-invent video poker.

Term 2
Re-enlist: Success.
Office Assignment: Administration.
Age 26: Duty assignment: Base. Survives automatically. Promotion to E5: Assistant Team Leader. Skill: Yes. Admin-2, Gambling-1. Now we're getting somewhere: an invite to the officers' poker table!
Age 27: Duty assignment: Routine. Survives automatically. Promotion to E6: Team Leader. Skill: No. Electronics-1. In the field, there’s no one else around to fix your iPod.
Age 28: Duty assignment: Mission. Survives. Promotion to E7: Assistant Supervisor. Skill: Yes. Gambling-2, Gambling-3. A year spent charting a nebula would drive a man mad without the solace of the poker table.
Age 29: Duty assignment: Base. Survives automatically. Promoted to E8: Supervisor. Skill: No. Electronics-2. Cole refurbishes ancient Solomani entertainment consoles in his spare time. First up, the mysterious ”Ex-box.”

Term 3
Re-enlist: Success.
Office Assignment: Operations (declined). Cole chooses to stick with administration; it's easier to get on-the-job training when not on a mission, and the uniforms are snazzier.
Age 30: Duty assignment: Mission. Survives. Promotion to E9: Senior Supervisor. Skill: Yes. Brawling-1, Computer-3. The first rule of Virtual Fight Club: You can’t actually get hurt in Virtual Fight Club. Also, Cole has been promoted every single year! He's maxed out his career prospects unless he can get into administrator school, but doing so would drop him back down to rank 1, spoiling his mustering out prospects.
Age 31: Duty assignment: Routine. Survives automatically. Skill: Yes. Computer-4. Cole programs the scout ship's computer to run Castle Wolfenstein.
Age 32: Duty assignment: Base. Survives automatically. Skill: No. Yawn.
Age 33: Duty assignment: Training. Survives automatically. Specialist school: Mechanical-1. In case the hatch to the computer room gets stuck?
Aging: Str unchanged, Dex unchanged, End unchanged. That's clean living for you. Eat lots of green vegetables!

Term 4
Re-enlist: Success. It's getting harder and harder to make the psych eval.
Office Assignment: Detached Duty (declined). No way! Cole sticks with Admin.
Age 34: Duty assignment: Training. Survives automatically. Specialist school: +1 STR. Cole spends a year training on a high-G planet.
Age 35: Duty assignment: Base. Survives automatically. Skill: No. A slow year. Cole spends most of his time in a torrid romance with one of the locals.
Age 36: Duty assignment: Routine. Survives automatically. Skill: No. Another slow year, spent writing letters to his beau.
Age 37: Duty assignment: Mission. Survives. Skill: Yes. Computer-5. Cole leads a team to explore a thousand-year-old alien archive and hack its data architecture. Smashing!
Aging: Str -1, Dex -1, End unchanged. Cole is slowing down a bit. This happens as you approach 40.

Term 5
Re-enlist: Success. C’mon, one more term.
Office Assignment: Administration.
Age 38: Duty assignment: Base. Survives automatically. Skill: Yes. Admin-3. Spend too much time on base and the regulations start creeping into your dreams.
Age 39: Duty assignment: War Mission. Survives. Skill: Yes. Carousing-2, Hunting-1. A year spent tracking down phraint infiltrators on Safari Planet.
Age 40: Duty assignment: Base. Survives automatically. Skill: Yes. Communications-1. ”Oh, so that’s how a walkie-talkie works!”
Age 41: Duty assignment: Mission. Survives. Skill: Yes. +1 STR. Another of those terrible high-G worlds. Ouch.
Aging: Str unchanged, Dex unchanged, End unchanged. A year of high-G does wonders for the physique.

Mustering Out
Roll 1: Automatic result of jump-2 Far Trader and 1,000,000cr loan
Roll 2: 10 years mortgage paid
Roll 3: +2 INT
Roll 4: Blade (Dagger)
Roll 5: Blade (Dagger-1 skill)
Roll 6: 20 years mortgage paid
Roll 7: 50,000cr
Roll 8: 50,000cr

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