CAREER TRACK: THETA CLASS Plot in suns and stars | World Anvil

CAREER TRACK: THETA CLASS

DOA OPERATIVE, THETA CLASS   The Daughters Of Artemis' Theta Class operatives are those most of Savoy Space is familiar with. They are the gunwomen who most mercenary purchases pay for. Like all members of the Daughters of Artemis who see planetary tours, Theta Class operatives go through graduate-or-die training on one of several orbital ring stations.    Theta Class ops often do all sorts of morally unsound work, but the cost for backing out once enlisted is just as grim.    QUALIFICATIONS:   END 6+   COMMISION: END 8+   ASSIGNMENTS:   FOOTSOLDIER: You were a front-line fighter for mercenary units all across Savoy Space.    MECHANIC: You learned how to fix all sorts of machines and weapons while serving.    PILOT: You were paid to fly both in atmosphere and out of it.    FOOTSOLDIER | survival END 6+,  advancement STR 7+   MECHANIC | survival INT 5+, advancement DEX 7+    PILOT | survival DEX 6+, advancement INT 6+

Plot points/Scenes

PERSONAL DEVELOPMENT:

  1. STR+1 2. DEX+1 3. END+1 4. Gun Combat 5. Athletics 6. Medic  

SERVICE SKILLS

  1. Drive or Vacc Suit 2. Recon 3. Melee 4. Gun Combat 5. Streetwise 6. Survival  

ADVANCED EDUCATION (MIN EDU 8)

  1. Electronics (Comms)  2. Leadership  3. Tactics (Military)  4. Astrogation  5. Language  6. Heavy Weapons   

OFFICER (commission only)

    1. Admin 2. Recon 3. Profession 4. Tactics (Military) 5. Science (History) 6. Investigate  

FOOTSOLDIER

    1. Melee  2. Gambler 3. Athletics (Endurance)  4. Carouse 5. Gun Combat (Slug) 6. Recon  

MECHANIC

  1. Mechanic  2. Persuade 3. Science (Physics)  4. Melee (Unarmed)  5. Engineer (life support or power) 6. Diplomat   

PILOT

  1. Astrogation  2. Drive 3. Engineer 4. Flyer 5. Pilot 6. Navigation

Themes

Themes of Theta Class include the grit of desperation, the truth of what you are in the dark, principles versus a paycheck, drinking to forget.    Full Metal Jacket, No Country For Old Men, Futurama (that one where they join the military honestly)

Components

Hooks

MISHAP CHART

  1. You do not remember what happened to you; there is a gap in your memory you cannot explain and that actively avoids your focus.   2. You are forced out due to a rival gaining the upper hand over you. Gain an Enemy.   3. You are heavily injured during an ambush. Roll on the Injury table and take half the credits of your benefits from a muster roll.   4. During a routine procedure on a world your unit was paid to fight on, your unit was ambushed and all but you were killed. You were left alive as a warning to the DoA, and sent back after some time in captivity. You are forced to quit, but you may roll twice on the benefits roll for this term, and you automatically join the civilian career.   5. You discover that you are not immune to torture. You either lose an eye, an ear, or up to three fingers, but when you are recovered the DoA covers your medical debt for this term.   6. You discover something you never should have discovered, and the secret puts you in danger. Roll SOC 8. If you succeed, you are merely drummed out of the Daughters of Artemis and given bribe money to keep quiet; take CR 2500 as a result of the bribery. If you fail, you are shipped off to either the Prisoner or Experiment careers.  

EVENT TABLE

  2. Disaster! Roll on the Mishap chart, but you do not leave the career.
3. You encounter a strange phenomenon that puts you in immediate danger. Roll END 8. If you succeed, one of your service skills gains a level. If you fail, roll on the injury table.
4. Life Event. Roll the Life Event table.
5. While on leave, you and another Doie are attacked by robbers when you're out of your uniforms. Roll STR 7 to fight the robbers off yourself without help and increase STR by 1. If you fail, you gain an Ally in the Doie who saves you.
6. You are entered in a shooting contest against your division leader. Roll DEX 7. If you pass, you win a shiny new Gun (Slug). If you don't, you still get a CR1000 consolation prize.
7. After a stellar training performance, you are given a special lesson. Choose between Drive 1, Flyer 1, Gun Combat 1, Gunner 1, or Recon 1.
8. While on a new planet, you gain some friends and some associates. Gain 1 ally, and 1d3 contacts.
9. You display heroism in the line of work, and this will be remembered. Either rank up immediately or gain a commission.
10. Against all odds, you managed to prevent an assassination attempt against your superior officer. Gain 1 level in one of your assignment specialty skills, and an ally.
11. Your work ethic and general tenacity impresses a visiting Valkyir. Your next progression roll is rolled at DM+2.
12. You managed to befriend a feral animal skittering around your base. Gain Animals 1.

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