# Federation Navy **Description:** The Navy is the heart and soul of the Federation, it protects trade, is the source of many great stories, and is a major source of employment, both directly and indirectly. A term or two in the Navy is standard for anyone who wants to own their own ship. **Nationality:** [[RPG/RPG V1/Nations/Federation/United Federation of Earth]] **Injury Payments:** 100% **Term Length:** 10 Years --- ## Progress | Roll | 5 Entry Requirements | 9 Survival | 11 Advance | | -------------- | ----------------------------------------------------------- | ------------- | ---------------- | | 2D6 + Attr Mod | [[Intelligence]] 8+ OR [[Reflex]] 8+ OR [[Education]] 6+ | [[Reflex]] 6+ | [[Education]] 9+ | ### Subfields Choose one of the following subfields to be your specialization within this career. This is what you are doing, and determines which skill table you use for steps 7 & 8 as well as Subfield Skill Check's. - _Intrasystem Ships_: Intrasystem ships are the small planet hoppers, daily shuttles to and from moons and stations, system patrol boats, similar ships as are necessary for existing with in a single system. - _Small Craft_: Small Craft are the heart of trade and immediate Federation defense. Often without a void-drive, these ships travel between systems or clusters ensuring. Trade routes are properly patrolled and defended. - _Intersystem Ships_: These are the mighty warships of the Federation. Housing hundreds of souls aboard, these ships patrol the fringes of Federation society, deal with the greatest threats to the citizens of the Federation ### 7 8 Subfield Skill Table | 1D6 | Intrasystem Ships | Small Craft | Intersystem Ships | | --- | ------------------------------------ | ------------------------------------ | ---------------------------------------------------------- | | 1 | [[Pilot Star Vehicle]] | [[Gunner]] | [[Gunner]] | | 2 | [[Melee Combat]] | [[Pilot Star Vehicle]] | [[Astrogation]] | | 3 | [[Gunner]] | [[Space Suit]] | [[Pilot Star Vehicle]] (any) | | 4 | [[Space Suit]] | [[Steward]] | [[Pilot Star Vehicle]] (Capital Ship or Supermassive Ship) | | 5 | [[Steward]] | [[Pilot Star Vehicle]] (Small-Craft) | [[Gun Combat]] (Slug) | | 6 | [[Pilot Star Vehicle]] (Space-Craft) | [[Astrogation]] | [[Admin]] | ### Career Ranks | Lvl | Intrasystem Ships | Small Craft | Intersystem Ships | Rewards | | --- | ----------------- | -------------------------- | -------------------------- | ---------------------- | | 1 | Ensign | Enlisted | Starman | [[Pilot Star Vehicle]] | | 2 | Sub Lieutenant | Starman | Petty Officer | [[Admin]] | | 3 | Lieutenant | Petty Officer | Master Chief Petty Officer | [[Steward]] | | 4 | Commander | Chief Petty Officer | Ensign | [[Leadership]] | | 5 | Captain | Master Chief Petty Officer | Lieutenant | [[Advocate]] | | 6 | Fleet-Captain | Captain | Captain | [[Tactics]] | | 1D6 | 1 | 2 | 3 | 4 | 5 | 6 | | ------- | ------ | -------------------------------- | ------- | ------ | ------ | ------- | | Benefit | Armour | Ship with Scout Service Contract | Augment | $5,000 | Weapon | $10,000 | ### 10.1 Events Table | 2D6 | Event | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Mishap without Failure** - Roll on the Mishap table, that is your event for this term, but you are not removed from the career. | | 3 | **Strange Encounter** - A strange person who seems to know too much about you keeps showing up where-ever you are, watching. If you confront them, roll a [[Charisma]] 8+ check. If you pass, the person offers you a job in the [[Federation Scout Services]]; if you fail, the person stops showing up, increase any skill of your choosing by 1. Otherwise gain nothing this term. | | 4 | **The Impossible Order** - You are given an impossible order - whether because it cannot be done physically, morally, or otherwise. As a result, change an existing relationship to enemy, or gain a new enemy, and suffer a -1 to your next advancement roll. | | 5 | **Boring Term** - Nothing exciting happens this term; increase any skill of your choosing by +1. | | 6 | **Now you are the Boss** - Your senior office is dead or gone; everything is going to shit; If you step up to take control, make a leadership 10+ check; if successful, you automatically advance at this moment, and gain a +1 to your leadership skill; if you fail you are ridiculed by the crew, gain a new rival and -1 to your next advancement roll. If you put your head down and keep doing your job, roll 6+ check against one of your career skills; if successful increase the used skill by one. If you do nothing, run away to the escape pods, or otherwise, make a 6+ [[Brawn]] check; if you pass, increase any of your [[Brawn Skills]] by 1; if you fail suffer a wound. | | 7 | **Life Event** - Life happens! Go to the [[Life Event]] Table and roll 2D6 to see your fate. | | 8 | **Hard Task** - You're assigned to an extremely difficult situation, make an 8+ skill check using a relevant career skill. If passed, increase the used skill by 2, if failed increased the used skill by 1, and suffer a -2 to your advancement roll this term. | | 9 | **Good Time with the Crew** - During a long void-transit between systems you're bored stiff. You spend the time shooting the shit with your crewmates, gambling, and having fun. Increase any of the follow by +2: [[Gambler]], [[Carouse]], [[Fast Talk]], [[Persuade]], [[Steward]], [[Bribery]], [[Bargain and Commerce]], [[Deception]], [[Intimidate]], [[Forge]], [[Lip Reading]], [[Language]], [[Perception]], [[Concentration]] | | 10 | **Shady Offer** - A shady person offers you $1000 Credits to look the other way while they do something. Do you: Take the money and let the person do their thing (gain 1000 Credits and a new Contact); take the money and report the person (gain 1000 credits and a +1 to your next advancement roll); or refuse the money (gain a +1 to a skill of your choice, and a +1 to your next advancement roll). | | 11 | **Berlinnic Adventure** - You've gotten assigned to Berlinnic, guarding the colonial frontier. While serving there, you befriend a strongly accented person. You become friends, gain a new friend contact; either: an imperial, a Xiao-Ming employee; Deutschlander; or a Polandskian. Make an 8+ deception check. If you pass, you are offered a job within their nation ([[Imperial Navy]]; [[Xiao-Ming Middle Manager]], [[Deutschland Stellarar]], [[Polandskia Pirate]]); if you fail, your friend offers to pay you Credits for information. If you accept your friends offer, gain 1000 Credits and suffer a -1 to your next advance roll. If you instead report your new friend, change the relationship to an enemy, and gain a +1 to your next advancement roll. In either case, increase your deception skill by 1. | | 12 | **You got Noticed** - Someone above you takes note of you for some reason: Gain an ally contact and a +2 to your next advancement roll. | ### 10.2 Mishaps Table | 1D6 | Event | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1 | **Serious Injury** - Something goes wrong this term. Go to the [[Serious Injury]] Section and face the consequences. | | 2 | **Failed your Review** - You go for your end of term review, and for some reason fail badly. Reduce one non social attribute by 1. | | 3 | **You Fucked up Big Time** - You fail. Badly. You're single handily, and undeniably at fault for a really big fuck up. Reduce your [[Social Standing]] by 2. | | 4 | **Your Commander Failed Badly** - Your command officer messed up so badly, to such an insane degree, that even though you were just following orders, you still loose your job because someone further up the chain needed to make a display or something similar. | | 5 | **You are a Mean One** - Someone set you up to fail. Gain a new rival, and decrease your [[Social Standing]] by 1. | | 6 | **Injury** - You got injured. Go to the [[Injury]] Table and roll 1d6 to determine your injury. |