FEDERATED SUNS (HOUSE DAVION)
Primary Language: English Secondary Languages: French, German, Hindi, Russian Bonus Skills: Protocol/Federated Suns +1 Bonus Traits: While military service is not required of all Federated Suns citizens, affluent families often send their children to one of the nation's many military academies or prep schools. Any character with Social Standing of 4 or more may choose either Natural Aptitude/Strategy or Natural Aptitude/Bureaucracy at no cost. Path Restrictions: None
STAGE 1
WHITE COLLAR
Whether Combine businessmen or Lyran traders, your family was involved in commerce or academia. You grew up in a high-rise apartment, a suburban prefab, or perhaps even a DropShip plying the space lanes. In any case, you led a privileged and sheltered early life.
Attribute Minimums: SOC 4
Attribute Thresholds: STR -1
Traits: Wealth
Skills: Academic/Any +1, Language/Affiliation +1
Next Path: Adolescent Warfare (2), High School (2), Military School (2), Preparatory School (2), Spacer Family (2), Warrior House Aspirant (2)
Life Path Roll Result
Rolled 9 edged to 10 Your family was stinking rich [Wealth (2), Well-Equipped]
7 edge left
Age 10
Stage 2
MILITARY SCHOOL
Some families, most often nobility with a military tradition, ship their children off to military schools in preparation for admission to an academy. In addition to a fine education, these institutions provide a strong early background in tactics and leadership skills.
Attribute Minimums: WIL 3
Attribute Thresholds: CHA -1, SOC +1
Traits: Promotion, but only if next path is Military Enlistment or a Military Academy
Skills: Academic/Military History +2, Computers +1, Leadership +2, Rifles +1, Martial Arts/Military +1
Life Path Roll Result
Rolled 10 edged to 11 Relative dies and leaves you his vehicle [Vehicle (3), Owns Vehicle]
6 edge left
Next path Military Academy Federated suns Robinson Battle Academy
age 16
Stage 3
FEDERATED SUNS ACADEMY/ROBINSON BATTLE ACADEMY
Affiliation Federated Suns only (Lyran Alliance may attend prior to the secession of the Alliance in 3057). Cannot have Combat Paralysis or any of the following Traits above the lowest possible level: Disabled, Lost Limb, Poor Vision, Poor Hearing. The character must not have any seriously "questionable" Events in his or her history (per the GM's judgment) unless the event did not harm the Draconis March in any way (or, conversely, harmed the Draconis Confederation in some way). The GM should make the final determination on this.
Time: 1 Year
Attribute Minimums: INT 3, WIL 4, SOC 3
Attribute Thresholds: WIL +2, SOC +2
Traits: Promotion (2), Well-Equipped, Well-Connected, Quirk/Hates Draconis Combine
Skills: Academic/Federated Suns History +3, Protocol/Federated Suns +2, Perception +2, Bureaucracy/Federated Suns +1
Fields: Basic Training
skills
Career/Soldier
First Aid
Navigation/Ground
Rifles
Martial Arts/Military
age 17
Mandatory Subpath: Advanced Individual Training (AIT)
Basic Training Graduates only
Time: 2 years
Traits: MechWarriors and Aerospace Pilots receive Promotion to Sergeant (Rank 6), all others receive Promotion
Skills: +2 to any two Field Skills (combat fields marked with asterisk also gain Tactics/Any +1), Strategy +2, Tactics/Any +2, +2 to any two Military Field Skills
Fields:
MechWarrior* (minimum DEX 3, RFL 4)
Skills
Gunnery/Ballistic/Humanoid
Gunnery/Laser/Humanoid
Gunnery/Missile/Humanoid
Piloting/’Mech
Sensor Operations
Tactics/’Mech
Events: Do not roll Events for Advanced Individual Training
Next Path: Special Training (3, part of this pass; an option if character took Infantry, Armored Infantry, MechWarrior, DropShip Pilot or Basic Training in AIT), Brotherhood of Randis Training (4, MechWarriors only), Paramilitary Service (4), Tour of Duty: Federated Suns (4), Tour of Duty: Inner Sphere (4), Tour of Duty: Piracy (4), Tour of Duty: Training Cadre (4)
Life Path Roll Result
Rolled 16 Your scores were high enough to get you into an accelerated program. [Pick one Field from AIT or one Civilian Field, add one year to the time this Path takes]
6 edge left
age 20
Subpath: Special Training
AIT Graduates only
Time: 2 years
Attribute Minimums: WIL 5
Attribute Thresholds: SOC +1, add +1 to any one threshold of the player's choice
Traits: Promotion (2), Well-Equipped (2), Well-Connected/Draconis March (2), Contact (2), Quirk/Loyalty to Sandoval Family (GMs may treat this as a lesser form of In For Life)
Skills: +1 to any three Basic Training Skills, +1 to half of the character's AIT skills (rounding up)
Fields:
Special Forces (minimum BOD 4, RFL 4; Armored Infantry, Infantry, Marine or MechWarrior Fields required; may not have TDS Trait)
Skills
Blades
Demolitio
Free Fall
Stealth
Submachine Guns
Survival
Tracking
Next Path: Brotherhood of Randis Training (4, MechWarriors only), Covert Ops (4, Special Forces or Military Scientist Fields only), Paramilitary Service (4), Think Tank (4, Military Scientist Field only), Tour of Duty: Federated Suns (4), Tour of Duty: Inner Sphere (4), Tour of Duty: Piracy (4)
age 22
Stage 4
TOUR OF DUTY: FEDERATED SUNS
Available to characters who completed training at a Federated Suns Academy or Training Facility.
Time: 2 Years
Traits: Vehicle (2); if taken for a second time in a row, add Contact (2) and Stigma/either Victor or Katherine Loyalist (player choice)
Skills: Add +2 to any three Military Field skills, +1 to any three other skills
Life path roll Result
rolled 15 edged to 16 War is hell, and the Smoke Jaguars were its minions. [+3 to any three Military Field skills, Addiction, Combat Sense, Commission (Rank 1 if not an officer) or Promotion (if already an officer)]
5 edge left
Age 24
Traits, skills, and attributes from life paths
Traits:
Natural Aptitude/Strategy
Wealth, wealth (2)
Well-equipped, well-equipped, well-equipped (2)
Promotion, promotion (2),Promotion (2), promotion (rank 6)
Vehicle (3), vehicle (2)
Owns vehicle
Well-Connected, well-connected/Draconis Combine
Quirk/Hates Draconis Combine
Contact (2)
Quirk/Loyalty to Sandaval family (possible lesser form of in it for life)
Combat Sense
Addiction
Commission (Rank 1)
Skills:
Academic/Any +1, Academic/Federated Suns History +3, Academic/Federated Suns History +3,
Academic/Military History +2,
Language/Affiliation +1
Computers +1,
Leadership +2, +1 to any three other skills
Rifles +1,
Martial Arts/Military +1
Protocol/Federated Suns +2,
Perception +2,
Bureaucracy/Federated Suns +1
BASIC Training
Career/Soldier +3, +2,+1 to any three Basic Training Skills
First Aid +3, +1 to any three Basic Training Skills, +1 to any three other skills
Navigation/Ground +3
Rifles +3, +2, +1 to any three Basic Training Skills
Martial Arts/Military +3
AIT
Gunnery/Ballistic/Humanoid +3, +2 to any two Military Field Skills, +1 to half of the character's AIT skills (rounding up), +2 to any three Military Field skills,
Gunnery/Laser/Humanoid +3
Gunnery/Missile/Humanoid +3
Piloting/’Mech +3,+2 to any two Military Field Skills, +1 to half of the character's AIT skills (rounding up), +2 to any three Military Field skills
Sensor Operations +3
Tactics/’Mech +3, Tactics/any +1, Tactics/any +2, +1 to half of the character's AIT skills (rounding up), +1 to any three other skills
Strategy +2, +2 to any three Military Field skills
Special Forces
Blades +3
Demolition +3
Free Fall +3
Stealth +3
Submachine Guns +3
Survival +3
Tracking +3
Attributes:
MINS
SOC 4, WIL 5, INT 3, DEX 3, RFL 4, BOD 4
THRESHOLD
STR -1, CHA -1, SOC +1, +2,+1, WIL +2, EDGE +1
Used 3 edge during Life path rolls, 5 remaining
DEVELOPING CHARACTER
TRAIT POINTS:
Begin with 50
Trade in traits
All well-equipped 4pts
All promotions except promotion (rank 6) 5pts
Owns vehicle from life path 1pts
Commision 1 1pts
Well-connected Draconis Combine
Total gained 12pts
Total points for Attributes and additional Traits 50pts + 12pts = 62pts
Attributes: MIN THRESH FINAL
STR 2 5 5
BOD 4 6 5
DEX 3 6 5
RFL 4 6 5
INT 3 6 5
WIL 5 8 5
CHA 2 5 5
EDG 2 7 4
SOC 4 10 5
Total pts used 44 62pts – 44pts = 18 pts remaining
Traits purchases:
3 wealth for total of 6
1 vehicle for total of 6
2 well-connected for total of 3
2 add custom vehicle (2)
1 add Fast Learner
6 add 60 xp
1 add Natural Aptitude Gunnery
1 add Natural Aptitude Piloting
1 add Trait to counter Addiction
1 add Sixth sense
Final Traits:
Natural Aptitude/Strategy
Natural Aptitude Gunnery
Natural Aptitude Piloting
Wealth (6)
Promotion (rank 6)
Vehicle (6)
Custom Vehicle (2)
Owns vehicle
Well-Connected (3)
Quirk/Hates Draconis Combine
Contact (2)
Quirk/Loyalty to Sandaval family (possible lesser form of in it for life)
Combat Sense
Sixth Sense
Fast learner
Addiction
Trait to counter Addiction
60xp for SPA’s
SKILLS POINTS:
Skill Points Conversions:
Natural Aptitude/Strategy
Natural Aptitude Gunnery
Natural Aptitude Piloting
Fast Learner
Tracked Life path Conversion point Bonus Free Point
Skill Point Total Level Gained Left
Piloting Mech 8 5 +2 3
Gunnery Mech 8 5 +2 3
Administration 0 0 0 0
Bureaucracy 1 0 0 1
Career/ Soldier 6 6 +2 0
First Aid 5 3 +1 2
Leadership 3 3 +1 0
Negotiation 0 0 0 0
Rifles 7 6 +2 1
Scrounge 0 0 0 0
Strategy 4 2 +1 2
Tactics/Mech 8 6 +2 2
Total Free points 14
Total of other skill points: 50pts / 2 = 25 additional free skill points + free points from Tracked skills 14 = 39pts
Tracked Skills adjustments with free points
Natural Aptitude/Strategy
Natural Aptitude Gunnery
Natural Aptitude Piloting
Fast Learner
Tracked Conversion point Bonus Next Conv Point Final
Skill Level Gained LVL Desired (Used) Bonus
Piloting Mech 5 +2 15(10) +4
Gunnery Mech 5 +2 22(17) +5
Administration 0 0 0 0
Bureaucracy 0 0 0 0
Career/ Soldier 6 +2 0 +2
First Aid 3 +1 0 +1
Leadership 3 +1 0 +1
Negotiation 0 0 0 0
Rifles 6 +2 0 +2
Scrounge 0 0 6(6) +2
Strategy 2 +1 0 +1
Tactics/Mech 6 +2 12(6) +3
SPA’s purchased
Weapon Spec.PPC 40xp
Enviromental Spec Forest 20xp
Character Custom vehicle (6)= Choose Heavy Mech= Marauder MAD-3D