Academy†

Prerequisites -

Attributes AGI +1 LOG +1 WIL +1 CHA +1

Skill Choices carrying, pistols, rifles, leadership, law, [scientific], [technical], tactics, starship tactics


Basic Training. You gain all of the following skills at 1 rank (1d6); this does not increase an existing skill beyond 1 rank. Tactics (marines) or piloting (navy); computers; law; one [scientific] skill (navy) or survival (marines).

Command School. A second stint in the Academy prepares you for command. You automatically gain a military rank and the leadership skill at 1 rank if you do not already have it. You gain +2 REP. Make a Challenging [13] CHA check before advancing any attributes. If you succeed, you automatically gain a second military rank.

Branch Specialization. You can choose to spend an additional stint at Engineering, Medical, or Science Branch School. This is regarded as the equivalent of a doctorate. You gain one bonus [scientific] or [technical] skill.

Academy Tutor. You spent time teaching at the Academy. While not exciting, teaching is a great way to improve your connections and reputation, and many graduates opt to do so after basic training. You gain 2 REP points. You also gain a permanent +1d6 bonus to social interactions involving military personnel as you share common acquaintances, students, or colleagues.

Academy Professor. A paper or book you wrote has become required reading at the Academy. Naval graduates will automatically recognize your name. You gain a further 2 REP points and an automatic promotion of one rank.