internal override void TitleTable(Character character, CareerHistory careerHistory, Dice dice) { switch (careerHistory.Rank) { case 0: return; case 1: character.Skills.Add("Persuade", 1); return; case 2: return; case 3: var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Gun Combat")); skillList.AddRange(SpecialtiesFor("Melee")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); return; case 4: return; case 5: character.Skills.Add("Streetwise", 1); return; case 6: return; } }
internal override void AssignmentSkills(Character character, Dice dice) { switch (dice.D(6)) { case 1: IncreaseTalent(character, dice, "Telepathy"); return; case 2: IncreaseTalent(character, dice, "Telekinesis"); return; case 3: character.Skills.Increase("Deception"); return; case 4: character.Skills.Increase("Stealth"); return; case 5: character.Skills.Increase("Streetwise"); return; case 6: { var skills = new SkillTemplateCollection(); skills.AddRange(SpecialtiesFor("Gun Combat")); skills.AddRange(SpecialtiesFor("Melee")); character.Skills.Increase(dice.Choose(skills)); } return; } }
internal override void AssignmentSkills(Character character, Dice dice) { switch (dice.D(6)) { case 1: character.Skills.Increase(dice.Choose(SpecialtiesFor("Electronics"))); return; case 2: character.Skills.Increase("Mechanic"); return; case 3: { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Drive")); skillList.AddRange(SpecialtiesFor("Flyer")); character.Skills.Increase(dice.Choose(skillList)); } return; case 4: character.Skills.Increase("Medic"); return; case 5: character.Skills.Increase(dice.Choose(SpecialtiesFor("Heavy Weapons"))); return; case 6: character.Skills.Increase(dice.Choose(SpecialtiesFor("Gun Combat"))); return; } }
internal override void TitleTable(Character character, CareerHistory careerHistory, Dice dice) { switch (careerHistory.Rank) { case 0: careerHistory.Title = "Lackey"; return; case 1: careerHistory.Title = "Henchman"; { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Pilot")); skillList.AddRange(SpecialtiesFor("Gunner")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 2: careerHistory.Title = "Corporal"; return; case 3: careerHistory.Title = "Sergeant"; { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Gun Combat")); skillList.AddRange(SpecialtiesFor("Melee")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 4: careerHistory.Title = "Lieutenant"; return; case 5: careerHistory.Title = "Leader"; { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Engineer")); skillList.Add("Navigation"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 6: careerHistory.Title = "Captain"; return; } }
internal override void AssignmentSkills(Character character, Dice dice) { switch (dice.D(6)) { case 1: IncreaseTalent(character, dice, "Telepathy"); return; case 2: IncreaseTalent(character, dice, "Clairvoyance"); return; case 3: IncreaseTalent(character, dice, "Awareness"); return; case 4: character.Skills.Increase("Medic"); return; case 5: character.Skills.Increase("Persuade"); return; case 6: { var skills = new SkillTemplateCollection(); skills.AddRange(SpecialtiesFor("Science")); character.Skills.Increase(dice.Choose(skills)); } return; } }
internal override void AssignmentSkills(Character character, Dice dice) { switch (dice.D(6)) { case 1: IncreaseTalent(character, dice, "Telepathy"); return; case 2: IncreaseTalent(character, dice, "Awareness"); return; case 3: IncreaseTalent(character, dice, "Teleportation"); return; case 4: { var skills = new SkillTemplateCollection(); skills.AddRange(SpecialtiesFor("Gun Combat")); character.Skills.Increase(dice.Choose(skills)); } return; case 5: character.Skills.Increase("Vacc Suit"); return; case 6: character.Skills.Increase("Recon"); return; } }
internal override void BasicTrainingSkills(Character character, Dice dice, bool all) { var roll = dice.D(6); if (all || roll == 1) { if (all) { character.Skills.AddRange(SpecialtiesFor("Drive")); character.Skills.Add("Vacc Suit"); } else { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Drive")); skillList.Add("Vacc Suit"); skillList.RemoveOverlap(character.Skills, 0); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList)); } } if (all || roll == 2) character.Skills.AddRange(SpecialtiesFor("Athletics")); if (all || roll == 3) character.Skills.AddRange(SpecialtiesFor("Gun Combat")); if (all || roll == 4) character.Skills.Add("Recon"); if (all || roll == 5) character.Skills.AddRange(SpecialtiesFor("Melee")); if (all || roll == 6) character.Skills.AddRange(SpecialtiesFor("Heavy Weapons")); }
internal override void ServiceSkill(Character character, Dice dice) { switch (dice.D(6)) { case 1: { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Drive")); skillList.Add("Vacc Suit"); character.Skills.Increase(dice.Choose(skillList)); } return; case 2: character.Skills.Increase(dice.Choose(SpecialtiesFor("Athletics"))); return; case 3: character.Skills.Increase(dice.Choose(SpecialtiesFor("Gun Combat"))); return; case 4: character.Skills.Increase("Recon"); return; case 5: character.Skills.Increase(dice.Choose(SpecialtiesFor("Melee"))); return; case 6: character.Skills.Increase(dice.Choose(SpecialtiesFor("Heavy Weapons"))); return; } }
internal override void Mishap(Character character, Dice dice) { switch (dice.D(6)) { case 1: Injury(character, dice, true); return; case 2: character.AddHistory("A family scandal forces you out of your position."); character.SocialStanding += -1; return; case 3: character.AddHistory("A disaster or war strikes."); if (!dice.RollHigh(character.Skills.BestSkillLevel("Stealth", "Deception"), 8)) { Injury(character, dice); } return; case 4: character.AddHistory("Political manoeuvrings usurp your position. Gain a Rival."); { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Diplomat")); skillList.AddRange(SpecialtiesFor("Advocate")); character.Skills.Increase(dice.Choose(skillList)); } return; case 5: character.AddHistory("An assassin attempts to end your life."); if (!dice.RollHigh(character.EnduranceDM, 8)) { Injury(character, dice); } return; case 6: Injury(character, dice, false); return; } }
internal override void Mishap(Character character, Dice dice) { switch (dice.D(6)) { case 1: Injury(character, dice, true); return; case 2: character.AddHistory("Bankrupted by a rival. Gain the other trader as a Rival."); character.BenefitRolls = 0; return; case 3: character.AddHistory("A sudden war destroys your trade routes and contacts, forcing you to flee that region of space."); character.AddHistory("Gain rebels as Enemy"); { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Gun Combat")); skillList.AddRange(SpecialtiesFor("Pilot")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 4: character.AddHistory("Your ship or starport is destroyed by criminals. Gain them as an Enemy."); return; case 5: character.AddHistory("Imperial trade restrictions force you out of business."); character.NextTermBenefits.EnlistmentDM.Add("Rogue", 100); return; case 6: character.AddHistory("A series of bad deals and decisions force you into bankruptcy. You salvage what you can."); character.BenefitRolls += 1; return; } }
internal override void Mishap(Character character, Dice dice) { switch (dice.D(6)) { case 1: Injury(character, dice, true); return; case 2: character.AddHistory("Arrested"); character.NextTermBenefits.MustEnroll = "Prisoner"; return; case 3: character.AddHistory("Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy."); if (dice.D(2, 6) == 2) { character.NextTermBenefits.MustEnroll = "Prisoner"; } return; case 4: character.AddHistory("A job goes wrong, forcing you to flee off-planet. "); { var skillList = new SkillTemplateCollection(); skillList.Add("Deception"); skillList.Add("Pilot", "Small Craft"); skillList.Add("Pilot", "Spacecraft"); skillList.Add("Athletics", "Dexterity"); skillList.AddRange(SpecialtiesFor("Gunner")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 5: character.AddHistory("A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy."); return; case 6: Injury(character, dice, false); return; } }
internal override void TitleTable(Character character, CareerHistory careerHistory, Dice dice) { switch (careerHistory.Rank) { case 0: careerHistory.Title = "Marine"; return; case 1: { var skills = new SkillTemplateCollection(); skills.AddRange(SpecialtiesFor("Gun Combat")); skills.RemoveOverlap(character.Skills, 1); if (skills.Count > 0) { character.Skills.Add(dice.Choose(skills), 1); } } return; case 2: careerHistory.Title = "Captain"; character.Skills.Add("Leadership", 1); return; case 3: return; case 4: return; case 5: careerHistory.Title = "Force Commander"; { var skills = new SkillTemplateCollection(); skills.AddRange(SpecialtiesFor("Tatics")); skills.RemoveOverlap(character.Skills, 1); if (skills.Count > 0) { character.Skills.Add(dice.Choose(skills), 1); } } return; case 6: return; } }
internal override void TitleTable(Character character, CareerHistory careerHistory, Dice dice) { switch (careerHistory.Rank) { case 1: careerHistory.Title = "Initiate"; character.Skills.Add("Science", "Psionicology"); return; case 2: return; case 3: careerHistory.Title = "Acolyte"; { var skills = new SkillTemplateCollection(); skills.AddRange(Book.PsionicTalents); skills.RemoveOverlap(character.Skills, 1); if (skills.Count > 0) { character.Skills.Add(dice.Choose(skills), 1); } } return; case 4: return; case 5: return; case 6: careerHistory.Title = "Master"; { var skills = new SkillTemplateCollection(); skills.AddRange(Book.PsionicTalents); skills.RemoveOverlap(character.Skills, 1); if (skills.Count > 0) { character.Skills.Add(dice.Choose(skills), 1); } } return; } }
internal override void BasicTrainingSkills(Character character, Dice dice, bool all) { var roll = dice.D(6); if (all || roll == 1) { if (all) { character.Skills.AddRange(SpecialtiesFor("Drive")); character.Skills.Add("Vacc Suit"); } else { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Drive")); skillList.Add("Vacc Suit"); skillList.RemoveOverlap(character.Skills, 0); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList)); } } } if (all || roll == 2) { character.Skills.AddRange(SpecialtiesFor("Athletics")); } if (all || roll == 3) { character.Skills.AddRange(SpecialtiesFor("Gun Combat")); } if (all || roll == 4) { character.Skills.Add("Recon"); } if (all || roll == 5) { character.Skills.AddRange(SpecialtiesFor("Melee")); } if (all || roll == 6) { character.Skills.AddRange(SpecialtiesFor("Heavy Weapons")); } }
internal override void Mishap(Character character, Dice dice) { switch (dice.D(6)) { case 1: Injury(character, dice, true); return; case 2: character.AddHistory("Expose or are involved in a scandal of some sort."); return; case 3: character.AddHistory("Public opinion turns on you."); character.SocialStanding += -1; return; case 4: character.AddHistory("You are betrayed by a peer. One Ally or Contact becomes a Rival or Enemy"); return; case 5: character.AddHistory("An investigation, tour, project or expedition goes wrong, stranding you far from home."); var skillList = new SkillTemplateCollection(); skillList.Add("Survival"); skillList.AddRange(SpecialtiesFor("Pilot")); skillList.Add("Persuade"); skillList.Add("Streetwise"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } return; case 6: character.AddHistory("You are forced out because of censorship or controversy. What truth did you get too close to?"); character.NextTermBenefits.QualificationDM += 2; return; } }
internal override void TitleTable(Character character, CareerHistory careerHistory, Dice dice) { switch (careerHistory.Rank) { case 0: return; case 1: { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Art")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 2: return; case 3: character.Skills.Add("Investigate", 1); return; case 4: return; case 5: careerHistory.Title = "Famous Artist"; character.SocialStanding += 1; return; case 6: return; } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: character.AddHistory("You join a gambling circle on board."); { var skillList = new SkillTemplateCollection(); skillList.Add("Gambler"); skillList.Add("Deception"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); if (dice.RollHigh(character.Skills.GetLevel("Gambler"), 8)) character.BenefitRolls += 1; else character.BenefitRolls += -1; } return; case 4: character.AddHistory("Special assignment or duty on board ship."); character.BenefitRollDMs.Add(1); return; case 5: character.AddHistory($"Advanced training in a specialist field"); if (dice.RollHigh(character.EducationDM, 8)) dice.Choose(character.Skills).Level += 1; return; case 6: character.AddHistory("Vessel participates in a notable military engagement."); { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Electronics")); skillList.AddRange(SpecialtiesFor("Engineer")); skillList.AddRange(SpecialtiesFor("Gunner")); skillList.AddRange(SpecialtiesFor("Pilot")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 7: LifeEvent(character, dice); return; case 8: character.AddHistory("Vessel participates in a diplomatic mission."); if (dice.D(2) == 1) { var skillList = new SkillTemplateCollection(); skillList.Add("Recon"); skillList.Add("Diplomat"); skillList.Add("Steward"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } else character.AddHistory("Gain a contact."); return; case 9: character.AddHistory("You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy."); character.CurrentTermBenefits.AdvancementDM += 2; return; case 10: if (dice.D(2) == 1) { character.AddHistory("Abuse your position for profit"); character.BenefitRolls += 1; } else { character.AddHistory("Refuse to abuse your position for profit"); character.CurrentTermBenefits.AdvancementDM += 2; } return; case 11: character.AddHistory("Commanding officer takes an interest in your career."); switch (dice.D(2)) { case 1: character.Skills.Add("Tactics", "Military", 1); return; case 2: character.CurrentTermBenefits.AdvancementDM += 4; return; } return; case 12: character.AddHistory("Display heroism in battle, saving the whole ship."); character.CurrentTermBenefits.AdvancementDM += 100; //also applies to commission rolls if (character.LastCareer.CommissionRank == 0) character.CurrentTermBenefits.FreeCommissionRoll = true; return; } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: character.AddHistory("Assigned to a planet with a hostile or wild environment."); { var skillList = new SkillTemplateCollection(); skillList.Add("Vacc Suit"); skillList.AddRange(SpecialtiesFor("Engineer")); skillList.Add("Animals", "Handling"); skillList.Add("Animals", "Training"); skillList.Add("Recon"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 4: character.AddHistory("Assigned to an urbanised planet torn by war."); { var skillList = new SkillTemplateCollection(); skillList.Add("Stealth"); skillList.Add("Streetwise"); skillList.Add("Persuade"); skillList.Add("Recon"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 5: character.AddHistory($"Given a special assignment or duty in your unit."); character.BenefitRollDMs.Add(1); return; case 6: character.AddHistory("Thrown into a brutal ground war"); if (dice.RollHigh(character.EducationDM, 8)) { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Gun Combat")); skillList.Add("Leadership"); character.Skills.Increase(dice.Choose(skillList)); } else { Injury(character, dice); } return; case 7: LifeEvent(character, dice); return; case 8: character.AddHistory("Advanced training in a specialist field"); if (dice.RollHigh(character.EducationDM, 8)) dice.Choose(character.Skills).Level += 1; return; case 9: character.AddHistory("Surrounded and outnumbered by the enemy, you hold out until relief arrives. "); character.CurrentTermBenefits.AdvancementDM += 2; return; case 10: character.AddHistory("Assigned to a peacekeeping role."); { var skillList = new SkillTemplateCollection(); skillList.Add("Admin"); skillList.Add("Admin"); skillList.Add("Deception"); skillList.Add("Recon"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 11: character.AddHistory("Commanding officer takes an interest in your career."); switch (dice.D(2)) { case 1: character.Skills.Add("Tactics", "Military", 1); return; case 2: character.CurrentTermBenefits.AdvancementDM += 4; return; } return; case 12: character.AddHistory("Display heroism in battle."); character.CurrentTermBenefits.AdvancementDM += 100; //also applies to commission rolls if (character.LastCareer.CommissionRank == 0) character.CurrentTermBenefits.FreeCommissionRoll = true; return; } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: if (dice.D(2) == 1) { if (dice.RollHigh(character.Skills.BestSkillLevel("Pilot"), 8)) { character.AddHistory("Your ship is ambushed by enemy vessels. You successfully ran to the jump point."); character.Skills.Add("Electronics", "Sensors", 1); } else { character.AddHistory("Your ship is ambushed by enemy vessels. Attempted to run but caught and ship is destroyed."); character.NextTermBenefits.MusterOut = true; } } else { if (dice.RollHigh(character.Skills.BestSkillLevel("Persuade"), 10)) { character.AddHistory("Your ship is ambushed by enemy vessels. You successfully bargain with them."); character.Skills.Add("Electronics", "Sensors", 1); } else { character.AddHistory("Your ship is ambushed by enemy vessels. Attempted to bargain with them but fail and the ship is destroyed."); character.NextTermBenefits.MusterOut = true; } } return; case 4: character.AddHistory("You survey an alien world."); { var skillList = new SkillTemplateCollection(); skillList.Add("Animals", "Handling"); skillList.Add("Animals", "Training"); skillList.Add("Survival"); skillList.Add("Recon"); skillList.AddRange(SpecialtiesFor("Science")); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 5: character.AddHistory("Perform an exemplary service for the scouts."); character.BenefitRollDMs.Add(1); return; case 6: character.AddHistory("Spend several years jumping from world to world in your scout ship."); { var skillList = new SkillTemplateCollection(); skillList.Add("Astrogation"); skillList.AddRange(SpecialtiesFor("Electronics")); skillList.Add("Navigation"); skillList.Add("Pilot", "Small craft"); skillList.Add("Mechanic"); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 7: LifeEvent(character, dice); return; case 8: if (dice.RollHigh(character.Skills.BestSkillLevel("Electronics", "Deception"), 8)) { character.AddHistory("When dealing with an alien race, you have an opportunity to gather extra intelligence about them. Gain an Ally in the Imperium"); character.BenefitRollDMs.Add(2); } else { character.AddHistory("When dealing with an alien race, you botch an opportunity to gather extra intelligence about them."); Mishap(character, dice); character.NextTermBenefits.MusterOut = false; } return; case 9: if (dice.RollHigh(character.Skills.BestSkillLevel("Medic", "Engineer"), 8)) { character.AddHistory("Your scout ship is one of the first on the scene to rescue the survivors of a disaster. Gain a Contact."); character.BenefitRollDMs.Add(2); } else { character.AddHistory("Your scout ship is one of the first on the scene to rescue the survivors of a disaster but you fail to help. Gain an Enemy."); Mishap(character, dice); character.NextTermBenefits.MusterOut = false; } return; case 10: character.AddHistory("You spend a great deal of time on the fringes of Charted Space."); if (dice.RollHigh(character.Skills.BestSkillLevel("Survival", "Pilot"), 8)) { character.AddHistory("Gain a contact in an alien race."); dice.Choose(character.Skills).Level += 1; } else { Mishap(character, dice); character.NextTermBenefits.MusterOut = false; } return; case 11: character.AddHistory("Serve as the courier for an important message from the Imperium."); switch (dice.D(2)) { case 1: character.Skills.Increase("Diplomat"); return; case 2: character.CurrentTermBenefits.AdvancementDM += 4; return; } return; case 12: character.AddHistory("You discover a world, item or information of worth to the Imperium."); character.CurrentTermBenefits.AdvancementDM += 100; return; } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: character.AddHistory("You join a gambling circle on board."); { var skillList = new SkillTemplateCollection(); skillList.Add("Gambler"); skillList.Add("Deception"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } if (dice.RollHigh(character.Skills.GetLevel("Gambler"), 8)) { character.BenefitRolls += 1; } else { character.BenefitRolls += -1; } } return; case 4: character.AddHistory("Special assignment or duty on board ship."); character.BenefitRollDMs.Add(1); return; case 5: character.AddHistory($"Advanced training in a specialist field"); if (dice.RollHigh(character.EducationDM, 8)) { dice.Choose(character.Skills).Level += 1; } return; case 6: character.AddHistory("Vessel participates in a notable military engagement."); { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Electronics")); skillList.AddRange(SpecialtiesFor("Engineer")); skillList.AddRange(SpecialtiesFor("Gunner")); skillList.AddRange(SpecialtiesFor("Pilot")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 7: LifeEvent(character, dice); return; case 8: character.AddHistory("Vessel participates in a diplomatic mission."); if (dice.D(2) == 1) { var skillList = new SkillTemplateCollection(); skillList.Add("Recon"); skillList.Add("Diplomat"); skillList.Add("Steward"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } else { character.AddHistory("Gain a contact."); } return; case 9: character.AddHistory("You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy."); character.CurrentTermBenefits.AdvancementDM += 2; return; case 10: if (dice.D(2) == 1) { character.AddHistory("Abuse your position for profit"); character.BenefitRolls += 1; } else { character.AddHistory("Refuse to abuse your position for profit"); character.CurrentTermBenefits.AdvancementDM += 2; } return; case 11: character.AddHistory("Commanding officer takes an interest in your career."); switch (dice.D(2)) { case 1: character.Skills.Add("Tactics", "Military", 1); return; case 2: character.CurrentTermBenefits.AdvancementDM += 4; return; } return; case 12: character.AddHistory("Display heroism in battle, saving the whole ship."); character.CurrentTermBenefits.AdvancementDM += 100; //also applies to commission rolls if (character.LastCareer.CommissionRank == 0) { character.CurrentTermBenefits.FreeCommissionRoll = true; } return; } }
internal override void TitleTable(Character character, CareerHistory careerHistory, Dice dice) { if (careerHistory.CommissionRank == 0) { switch (careerHistory.Rank) { case 0: careerHistory.Title = "Marine"; { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Gun Combat")); skillList.Add("Melee", "Blade"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 1: careerHistory.Title = "Lance Corporal"; { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Gun Combat")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 2: careerHistory.Title = "Corporal"; return; case 3: careerHistory.Title = "Lance Sergeant"; character.Skills.Add("Leadership", 1); return; case 4: careerHistory.Title = "Sergeant"; return; case 5: careerHistory.Title = "Gunnery Sergeant"; character.Endurance += 1; return; case 6: careerHistory.Title = "Sergeant Major"; return; } } else { switch (careerHistory.CommissionRank) { case 1: careerHistory.Title = "Lieutenant"; character.Skills.Add("Leadership", 1); return; case 2: careerHistory.Title = "Captain"; return; case 3: careerHistory.Title = "Force Commander"; { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Tatics")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 4: careerHistory.Title = "Lieutenant Colonel"; return; case 5: careerHistory.Title = "Colonel"; if (character.SocialStanding < 10) { character.SocialStanding = 10; } else { character.SocialStanding += 1; } return; case 6: careerHistory.Title = "Brigadier"; return; } } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: if (dice.D(2) == 1) { character.AddHistory("Smuggle illegal items onto a planet."); if (dice.RollHigh(character.Skills.BestSkillLevel("Deception", "Persuade"), 8)) { character.Skills.Add("Streetwise", 1); character.BenefitRolls += 1; } } else character.AddHistory("Refuse to smuggle illegal items onto a planet. Gain an Enemy."); return; case 4: { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Profession")); skillList.AddRange(SpecialtiesFor("Electronics")); skillList.AddRange(SpecialtiesFor("Engineer")); skillList.AddRange(SpecialtiesFor("Animals")); skillList.AddRange(SpecialtiesFor("Science")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 5: if (dice.RollHigh(character.Skills.BestSkillLevel("Gambler", "Broker"), 8)) { character.AddHistory($"Risk your fortune on a possibility lucrative deal and win."); character.BenefitRolls *= 2; } else { character.BenefitRolls = 0; } { var skillList = new SkillTemplateCollection(); skillList.Add("Broker"); skillList.Add("Gambler"); character.Skills.Increase(dice.Choose(skillList)); } return; case 6: character.AddHistory("Make an unexpected connection outside your normal circles. Gain a Contact."); return; case 7: LifeEvent(character, dice); return; case 8: character.AddHistory("Embroiled in legal trouble."); { var skillList = new SkillTemplateCollection(); skillList.Add("Advocate"); skillList.Add("Admin"); skillList.Add("Diplomat"); skillList.Add("Investigate"); } if (dice.D(2, 6) == 2) { character.NextTermBenefits.MusterOut = true; character.NextTermBenefits.MustEnroll = "Prisoner"; } return; case 9: character.AddHistory("Given advanced training in a specialist field"); if (dice.RollHigh(character.EducationDM, 8)) dice.Choose(character.Skills).Level += 1; return; case 10: character.AddHistory("A good deal ensures you are living the high life for a few years."); character.BenefitRollDMs.Add(1); return; case 11: character.AddHistory("Befriend a useful ally in one sphere. Gain an Ally."); switch (dice.D(2)) { case 1: character.Skills.Add("Carouse", 1); return; case 2: character.CurrentTermBenefits.AdvancementDM += 4; return; } return; case 12: character.AddHistory("Your business or ship thrives."); character.CurrentTermBenefits.AdvancementDM += 100; return; } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: character.AddHistory("Trapped behind enemy lines."); { var skillList = new SkillTemplateCollection(); skillList.Add("Survival"); skillList.Add("Stealth"); skillList.Add("Deception"); skillList.Add("Streetwise"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 4: character.AddHistory("Assigned to the security staff of a space station."); { var skillList = new SkillTemplateCollection(); skillList.Add("Vacc Suit"); skillList.Add("Athletics", "Dexterity"); character.Skills.Increase(dice.Choose(skillList)); } return; case 5: character.AddHistory($"Advanced training in a specialist field"); if (dice.RollHigh(character.EducationDM, 8)) { var skillList = new SkillTemplateCollection(); skillList.AddRange(RandomSkills); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 6: character.AddHistory("Assigned to an assault on an enemy fortress."); if (dice.RollHigh(character.Skills.BestSkillLevel("Gun Combat", "Melee"), 8)) { var skillList = new SkillTemplateCollection(); skillList.Add("Tactics", "Military"); skillList.Add("Leadership"); character.Skills.Increase(dice.Choose(skillList)); } else { character.AddHistory("Injured"); switch (dice.D(3)) { case 1: character.Strength -= 1; return; case 2: character.Dexterity -= 1; return; case 3: character.Endurance -= 1; return; } } return; case 7: LifeEvent(character, dice); return; case 8: character.AddHistory("On the front lines of a planetary assault and occupation."); { var skillList = new SkillTemplateCollection(); skillList.Add("Recon"); skillList.AddRange(SpecialtiesFor("Gun Combat")); skillList.Add("Leadership"); skillList.Add("Electronics", "Comms"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 9: character.AddHistory("A mission goes disastrously wrong due to your commander’s error or incompetence, but you survive."); if (dice.D(2) == 1) { character.AddHistory("Report commander and gain an Enemy."); character.CurrentTermBenefits.AdvancementDM += 2; } else { character.AddHistory("Cover for the commander and gain an Ally."); } return; case 10: character.AddHistory("Assigned to a black ops mission."); character.CurrentTermBenefits.AdvancementDM += 2; return; case 11: character.AddHistory("Commanding officer takes an interest in your career."); switch (dice.D(2)) { case 1: character.Skills.Add("Tactics", "Military", 1); return; case 2: character.CurrentTermBenefits.AdvancementDM += 4; return; } return; case 12: character.AddHistory("Display heroism in battle."); character.CurrentTermBenefits.AdvancementDM += 100; //also applies to commission rolls if (character.LastCareer.CommissionRank == 0) character.CurrentTermBenefits.FreeCommissionRoll = true; return; } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: if (dice.D(2) == 1) { if (dice.RollHigh(character.Skills.BestSkillLevel("Pilot"), 8)) { character.AddHistory("Your ship is ambushed by enemy vessels. You successfully ran to the jump point."); character.Skills.Add("Electronics", "Sensors", 1); } else { character.AddHistory("Your ship is ambushed by enemy vessels. Attempted to run but caught and ship is destroyed."); character.NextTermBenefits.MusterOut = true; } } else { if (dice.RollHigh(character.Skills.BestSkillLevel("Persuade"), 10)) { character.AddHistory("Your ship is ambushed by enemy vessels. You successfully bargain with them."); character.Skills.Add("Electronics", "Sensors", 1); } else { character.AddHistory("Your ship is ambushed by enemy vessels. Attempted to bargain with them but fail and the ship is destroyed."); character.NextTermBenefits.MusterOut = true; } } return; case 4: character.AddHistory("You survey an alien world."); { var skillList = new SkillTemplateCollection(); skillList.Add("Animals", "Handling"); skillList.Add("Animals", "Training"); skillList.Add("Survival"); skillList.Add("Recon"); skillList.AddRange(SpecialtiesFor("Science")); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 5: character.AddHistory("Perform an exemplary service for the scouts."); character.BenefitRollDMs.Add(1); return; case 6: character.AddHistory("Spend several years jumping from world to world in your scout ship."); { var skillList = new SkillTemplateCollection(); skillList.Add("Astrogation"); skillList.AddRange(SpecialtiesFor("Electronics")); skillList.Add("Navigation"); skillList.Add("Pilot", "Small craft"); skillList.Add("Mechanic"); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 7: LifeEvent(character, dice); return; case 8: if (dice.RollHigh(character.Skills.BestSkillLevel("Electronics", "Deception"), 8)) { character.AddHistory("When dealing with an alien race, you have an opportunity to gather extra intelligence about them. Gain an Ally in the Imperium"); character.BenefitRollDMs.Add(2); } else { character.AddHistory("When dealing with an alien race, you botch an opportunity to gather extra intelligence about them."); Mishap(character, dice); character.NextTermBenefits.MusterOut = false; } return; case 9: if (dice.RollHigh(character.Skills.BestSkillLevel("Medic", "Engineer"), 8)) { character.AddHistory("Your scout ship is one of the first on the scene to rescue the survivors of a disaster. Gain a Contact."); character.BenefitRollDMs.Add(2); } else { character.AddHistory("Your scout ship is one of the first on the scene to rescue the survivors of a disaster but you fail to help. Gain an Enemy."); Mishap(character, dice); character.NextTermBenefits.MusterOut = false; } return; case 10: character.AddHistory("You spend a great deal of time on the fringes of Charted Space."); if (dice.RollHigh(character.Skills.BestSkillLevel("Survival", "Pilot"), 8)) { character.AddHistory("Gain a contact in an alien race."); dice.Choose(character.Skills).Level += 1; } else { Mishap(character, dice); character.NextTermBenefits.MusterOut = false; } return; case 11: character.AddHistory("Serve as the courier for an important message from the Imperium."); switch (dice.D(2)) { case 1: character.Skills.Increase("Diplomat"); return; case 2: character.CurrentTermBenefits.AdvancementDM += 4; return; } return; case 12: character.AddHistory("You discover a world, item or information of worth to the Imperium."); character.CurrentTermBenefits.AdvancementDM += 100; return; } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: character.AddHistory("Assigned to a planet with a hostile or wild environment."); { var skillList = new SkillTemplateCollection(); skillList.Add("Vacc Suit"); skillList.AddRange(SpecialtiesFor("Engineer")); skillList.Add("Animals", "Handling"); skillList.Add("Animals", "Training"); skillList.Add("Recon"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 4: character.AddHistory("Assigned to an urbanised planet torn by war."); { var skillList = new SkillTemplateCollection(); skillList.Add("Stealth"); skillList.Add("Streetwise"); skillList.Add("Persuade"); skillList.Add("Recon"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 5: character.AddHistory($"Given a special assignment or duty in your unit."); character.BenefitRollDMs.Add(1); return; case 6: character.AddHistory("Thrown into a brutal ground war"); if (dice.RollHigh(character.EducationDM, 8)) { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Gun Combat")); skillList.Add("Leadership"); character.Skills.Increase(dice.Choose(skillList)); } else { Injury(character, dice); } return; case 7: LifeEvent(character, dice); return; case 8: character.AddHistory("Advanced training in a specialist field"); if (dice.RollHigh(character.EducationDM, 8)) { dice.Choose(character.Skills).Level += 1; } return; case 9: character.AddHistory("Surrounded and outnumbered by the enemy, you hold out until relief arrives. "); character.CurrentTermBenefits.AdvancementDM += 2; return; case 10: character.AddHistory("Assigned to a peacekeeping role."); { var skillList = new SkillTemplateCollection(); skillList.Add("Admin"); skillList.Add("Admin"); skillList.Add("Deception"); skillList.Add("Recon"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 11: character.AddHistory("Commanding officer takes an interest in your career."); switch (dice.D(2)) { case 1: character.Skills.Add("Tactics", "Military", 1); return; case 2: character.CurrentTermBenefits.AdvancementDM += 4; return; } return; case 12: character.AddHistory("Display heroism in battle."); character.CurrentTermBenefits.AdvancementDM += 100; //also applies to commission rolls if (character.LastCareer.CommissionRank == 0) { character.CurrentTermBenefits.FreeCommissionRoll = true; } return; } }
internal override void Run(Character character, Dice dice) { character.LongTermBenefits.MayEnrollInSchool = false; character.AddHistory($"Entered University at age {character.Age}"); var skillChoices = new SkillTemplateCollection(); skillChoices.Add("Admin"); skillChoices.Add("Advocate"); skillChoices.Add("Animals", "Training"); skillChoices.Add("Animals", "Veterinary"); skillChoices.AddRange(SpecialtiesFor("Art")); skillChoices.Add("Astrogation"); skillChoices.AddRange(SpecialtiesFor("Electronics")); skillChoices.AddRange(SpecialtiesFor("Engineer")); skillChoices.AddRange(SpecialtiesFor("Language")); skillChoices.Add("Medic"); skillChoices.Add("Navigation"); skillChoices.AddRange(SpecialtiesFor("Profession")); skillChoices.AddRange(SpecialtiesFor("Science")); //Remove skills we already have at level 1 skillChoices.RemoveOverlap(character.Skills, 1); var skillA = dice.Pick(skillChoices); character.Skills.Add(skillA, 1); //Remove skills we already have at level 0 skillChoices.RemoveOverlap(character.Skills, 0); var skillB = dice.Pick(skillChoices); character.Skills.Add(skillB); character.Age += 4; character.Education += 1; character.EducationHistory = new EducationHistory(); character.EducationHistory.Name = "University"; Book.PreCareerEvents(character, dice, skillA.Name, skillB.Name); var graduation = dice.D(2, 6) + character.IntellectDM + character.CurrentTermBenefits.GraduationDM; if (graduation < 7) { character.AddHistory("Dropped out of university."); character.EducationHistory.Status = "Failed"; } else { int bonus; if (graduation >= 11) { character.EducationHistory.Status = "Honors"; character.AddHistory($"Graduated with honors at age {character.Age}."); bonus = 2; } else { character.EducationHistory.Status = "Graduated"; character.AddHistory($"Graduated at age {character.Age}."); bonus = 1; } character.Education += 2; character.Skills.Increase(skillA, 1); character.Skills.Increase(skillB, 1); character.NextTermBenefits.FreeCommissionRoll = true; character.NextTermBenefits.CommissionDM = bonus; character.LongTermBenefits.EnlistmentDM.Add("Agent", bonus); character.LongTermBenefits.EnlistmentDM.Add("Army", bonus); character.LongTermBenefits.EnlistmentDM.Add("Corporate", bonus); character.LongTermBenefits.EnlistmentDM.Add("Journalist", bonus); character.LongTermBenefits.EnlistmentDM.Add("Marines", bonus); character.LongTermBenefits.EnlistmentDM.Add("Navy", bonus); character.LongTermBenefits.EnlistmentDM.Add("Scholar", bonus); character.LongTermBenefits.EnlistmentDM.Add("Scouts", bonus); } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: character.AddHistory("Political upheaval strikes your homeworld, and you are caught up in the revolution."); { var skillList = new SkillTemplateCollection(); skillList.Add("Advocate"); skillList.Add("Persuade"); skillList.Add("Explosives"); skillList.Add("Streetwise"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } if (dice.RollHigh(8)) { character.CurrentTermBenefits.AdvancementDM += 2; } else { character.NextTermBenefits.SurvivalDM += -2; } return; case 4: character.AddHistory("Spent time maintaining and using heavy vehicles."); var skills = new SkillTemplateCollection(); skills.Add("Mechanic"); skills.AddRange(SpecialtiesFor("Drive")); skills.AddRange(SpecialtiesFor("Electronics")); skills.AddRange(SpecialtiesFor("Flyer")); skills.AddRange(SpecialtiesFor("Engineer")); character.Skills.Increase(dice.Choose(skills)); return; case 5: character.AddHistory("Your business expands, your corporation grows, or the colony thrives."); character.BenefitRollDMs.Add(1); return; case 6: character.AddHistory("Advanced training in a specialist field."); if (dice.RollHigh(character.EducationDM, 10)) { var skillList = new SkillTemplateCollection(RandomSkills); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 7: LifeEvent(character, dice); return; case 8: character.AddHistory("You learn something you should not have – a corporate secret, a political scandal – which you can profit from illegally."); character.BenefitRollDMs.Add(1); switch (dice.D(3)) { case 1: character.Skills.Add("Streetwise", 1); return; case 2: character.Skills.Add("Deception", 1); return; case 3: character.AddHistory("Gain a criminal contact."); return; } return; case 9: character.AddHistory("You are rewarded for your diligence or cunning."); character.CurrentTermBenefits.AdvancementDM += 2; return; case 10: character.AddHistory("You gain experience in a technical field as a computer operator or surveyor."); { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Electronics")); skillList.AddRange(SpecialtiesFor("Engineer")); character.Skills.Increase(dice.Choose(skillList)); } return; case 11: character.AddHistory("You befriend a superior in the corporation or the colony."); switch (dice.D(2)) { case 1: character.Skills.Add("Diplomat", 1); return; case 2: character.CurrentTermBenefits.AdvancementDM += 4; return; } return; case 12: character.AddHistory("You rise to a position of power in your colony or corporation."); character.CurrentTermBenefits.AdvancementDM += 100; return; } }
internal override void TitleTable(Character character, CareerHistory careerHistory, Dice dice) { if (careerHistory.CommissionRank == 0) { switch (careerHistory.Rank) { case 0: careerHistory.Title = "Marine"; { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Gun Combat")); skillList.Add("Melee", "Blade"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 1: careerHistory.Title = "Lance Corporal"; { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Gun Combat")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 2: careerHistory.Title = "Corporal"; return; case 3: careerHistory.Title = "Lance Sergeant"; character.Skills.Add("Leadership", 1); return; case 4: careerHistory.Title = "Sergeant"; return; case 5: careerHistory.Title = "Gunnery Sergeant"; character.Endurance += 1; return; case 6: careerHistory.Title = "Sergeant Major"; return; } } else { switch (careerHistory.CommissionRank) { case 1: careerHistory.Title = "Lieutenant"; character.Skills.Add("Leadership", 1); return; case 2: careerHistory.Title = "Captain"; return; case 3: careerHistory.Title = "Force Commander"; { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Tatics")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 4: careerHistory.Title = "Lieutenant Colonel"; return; case 5: careerHistory.Title = "Colonel"; if (character.SocialStanding < 10) character.SocialStanding = 10; else character.SocialStanding += 1; return; case 6: careerHistory.Title = "Brigadier"; return; } } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: character.AddHistory("Arrested and charged."); switch (dice.D(2)) { case 1: if (dice.RollHigh(character.Skills.GetLevel("Advocate"), 8)) { character.AddHistory("Successfully defended self."); } else { character.AddHistory("Failed to defend self. Gain an Enemy and go to prison."); character.NextTermBenefits.MustEnroll = "Prisoner"; } return; case 2: character.AddHistory("Hired a lawyer to beat the charges."); character.BenefitRolls += -1; return; } return; case 4: character.AddHistory("Involved in the planning of an impressive heist."); { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Electronics")); skillList.Add("Mechanic"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 5: character.AddHistory("Crime pays off. Gain victim as Enemy."); character.BenefitRollDMs.Add(2); return; case 6: switch (dice.D(2)) { case 1: character.AddHistory("Backstab a fellow rogue for personal gain."); character.CurrentTermBenefits.AdvancementDM += 4; return; case 2: character.AddHistory("Refuse to backstab a fellow rogue for personal gain. Gain an Ally"); return; } return; case 7: LifeEvent(character, dice); return; case 8: character.AddHistory("You spend months in the dangerous criminal underworld."); { var skillList = new SkillTemplateCollection(); skillList.Add("Streetwise"); skillList.Add("Stealth"); skillList.AddRange(SpecialtiesFor("Melee")); skillList.AddRange(SpecialtiesFor("Gun Combat")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 9: character.AddHistory("Involved in a feud with a rival criminal organization."); if (dice.RollHigh(character.Skills.BestSkillLevel("Stealth", "Gun Combat"), 8)) { character.BenefitRolls += 1; } else { Injury(character, dice); } return; case 10: character.AddHistory("Involved in a gambling ring. "); character.Skills.Add("Gambler", 1); if (character.BenefitRolls > 0) { if (dice.RollHigh(character.Skills.GetLevel("Gambler"), 8)) { character.BenefitRolls = (int)Math.Ceiling(1.5 * character.BenefitRolls); } else { character.BenefitRolls = 0; } } return; case 11: character.AddHistory("A crime lord considers you his protégé."); switch (dice.D(2)) { case 1: character.Skills.Add("Tactics", "Military", 1); return; case 2: character.CurrentTermBenefits.AdvancementDM += 4; return; } return; case 12: character.AddHistory("You commit a legendary crime."); character.CurrentTermBenefits.AdvancementDM += 100; return; } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: character.AddHistory("Psionic abilities make you uncomfortable to be around. One contact or ally becomes a rival."); return; case 4: character.AddHistory("Spent time mastering mind and body."); { var skills = new SkillTemplateCollection(); skills.Add("Stealth"); skills.Add("Survival"); skills.AddRange(SpecialtiesFor("Athletics")); skills.AddRange(SpecialtiesFor("Art")); skills.RemoveOverlap(character.Skills, 1); if (skills.Count > 0) { character.Skills.Add(dice.Choose(skills), 1); } } return; case 5: if (dice.D(2) == 1) { character.AddHistory("Refuse to misuse powers for personal gain."); return; } else { if (dice.RollHigh(character.PsiDM, 8)) { character.AddHistory("Use powers for personal gain."); if (dice.D(2) == 1) { character.BenefitRolls += 1; } else { character.SocialStanding += 1; } } else { character.AddHistory("Attempt to use powers for personal gain, but it backfires."); character.SocialStanding -= 1; } return; } case 6: character.AddHistory("Gain a contact outside of normal circles."); return; case 7: LifeEvent(character, dice); return; case 8: character.AddHistory("Psionic strength increases."); character.Psi += 1; return; case 9: character.AddHistory("Advanced training in a specialist field."); if (dice.RollHigh(character.EducationDM, 8)) { var skills = new SkillTemplateCollection(Book.RandomSkills); skills.RemoveOverlap(character.Skills, 1); if (skills.Count > 0) { character.Skills.Add(dice.Choose(skills), 1); } } return; case 10: character.AddHistory("Pick up potentially useful information using your psychic powers"); character.BenefitRollDMs.Add(1); return; case 11: character.AddHistory("Gain a mentor"); character.CurrentTermBenefits.AdvancementDM += 4; return; case 12: character.AddHistory("Achieve a new level of discipline in your powers"); character.CurrentTermBenefits.AdvancementDM += 100; return; } }
internal void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); return; case 3: if (dice.RollHigh(character.Skills.BestSkillLevel("Stealth", "Deception"), 10)) { character.AddHistory("Escaped from prison."); character.NextTermBenefits.MusterOut = true; } else { character.AddHistory("Failed to escaped from prison."); character.Parole += 2; } return; case 4: character.AddHistory("Assigned to difficult or backbreaking labour."); if (dice.RollHigh(character.EnduranceDM, 8)) { character.Parole += -1; var skills = new SkillTemplateCollection(); skills.AddRange(SpecialtiesFor("Athletics")); skills.Add("Mechanic"); skills.Add("Melee", "Unarmed"); skills.RemoveOverlap(character.Skills, 1); if (skills.Count > 0) { character.Skills.Add(dice.Choose(skills), 1); } } else { character.Parole += 1; } return; case 5: if (dice.RollHigh(character.Skills.BestSkillLevel("Persuade", "Melee"), 8)) { character.AddHistory("Joined a prison gang"); character.LongTermBenefits.PrisonSurvivalDM += 1; character.Parole += 1; var skills = new SkillTemplateCollection(); skills.Add("Deception"); skills.Add("Persuade"); skills.Add("Stealth"); skills.Add("Melee", "Unarmed"); skills.RemoveOverlap(character.Skills, 1); if (skills.Count > 0) { character.Skills.Add(dice.Choose(skills), 1); } } else { character.AddHistory("Offended a prison gang you tried to join. Gain an Enemy."); } return; case 6: character.AddHistory("Vocational Training."); if (dice.RollHigh(character.EducationDM, 8)) { character.Skills.Increase(dice.Choose(RandomSkills), 1); } return; case 7: switch (dice.D(6)) { case 1: character.AddHistory("A riot engulfs the prison."); if (dice.D(6) <= 2) { Injury(character, dice); } else { character.AddHistory("Loot the guards/other prisoners."); character.BenefitRolls += 1; } return; case 2: character.AddHistory("Make friends with another inmate; gain them as a Contact."); return; case 3: character.AddHistory("You gain a new Rival among the inmates or guards."); return; case 4: var oldParole = character.Parole; character.Parole = dice.D(6) + 4; if (oldParole > character.Parole) { character.AddHistory("You are moved to a lower security prison."); } else if (oldParole == character.Parole) { character.AddHistory("You are moved to a different prison."); } else { character.AddHistory("You are moved to a higher security prison."); } return; case 5: character.AddHistory("Good Behaviour."); character.Parole += -2; return; case 6: character.AddHistory("Attacked by another prisoner."); if (!dice.RollHigh(character.Skills.GetLevel("Melee", "Unarmed"), 8)) { Injury(character, dice); } return; } return; case 8: character.AddHistory("Parole hearing."); character.Parole += -1; return; case 9: character.AddHistory("Hire a new lawyer."); var advocate = dice.D(6) - 2; if (dice.RollHigh(advocate, 8)) { character.Parole -= dice.D(6); } return; case 10: character.AddHistory("Special Duty."); { var skillList = new SkillTemplateCollection(); skillList.Add("Admin"); skillList.Add("Advocate"); skillList.Add("Electronics", "Computers"); skillList.Add("Steward"); character.Skills.Increase(dice.Choose(skillList)); } return; case 11: character.AddHistory("The warden takes an interest in your case."); character.Parole += -2; return; case 12: if (dice.RollHigh(8)) { character.AddHistory("Saved a guard or prison officer. Gain an Ally."); character.Parole += -2; } else { character.AddHistory("Attmped but failed to save a guard or prison officer."); Injury(character, dice, false); } return; } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: if (dice.D(2) == 1) { character.AddHistory("Smuggle illegal items onto a planet."); if (dice.RollHigh(character.Skills.BestSkillLevel("Deception", "Persuade"), 8)) { character.Skills.Add("Streetwise", 1); character.BenefitRolls += 1; } } else { character.AddHistory("Refuse to smuggle illegal items onto a planet. Gain an Enemy."); } return; case 4: { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Profession")); skillList.AddRange(SpecialtiesFor("Electronics")); skillList.AddRange(SpecialtiesFor("Engineer")); skillList.AddRange(SpecialtiesFor("Animals")); skillList.AddRange(SpecialtiesFor("Science")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 5: if (dice.RollHigh(character.Skills.BestSkillLevel("Gambler", "Broker"), 8)) { character.AddHistory($"Risk your fortune on a possibility lucrative deal and win."); character.BenefitRolls *= 2; } else { character.BenefitRolls = 0; } { var skillList = new SkillTemplateCollection(); skillList.Add("Broker"); skillList.Add("Gambler"); character.Skills.Increase(dice.Choose(skillList)); } return; case 6: character.AddHistory("Make an unexpected connection outside your normal circles. Gain a Contact."); return; case 7: LifeEvent(character, dice); return; case 8: character.AddHistory("Embroiled in legal trouble."); { var skillList = new SkillTemplateCollection(); skillList.Add("Advocate"); skillList.Add("Admin"); skillList.Add("Diplomat"); skillList.Add("Investigate"); } if (dice.D(2, 6) == 2) { character.NextTermBenefits.MusterOut = true; character.NextTermBenefits.MustEnroll = "Prisoner"; } return; case 9: character.AddHistory("Given advanced training in a specialist field"); if (dice.RollHigh(character.EducationDM, 8)) { dice.Choose(character.Skills).Level += 1; } return; case 10: character.AddHistory("A good deal ensures you are living the high life for a few years."); character.BenefitRollDMs.Add(1); return; case 11: character.AddHistory("Befriend a useful ally in one sphere. Gain an Ally."); switch (dice.D(2)) { case 1: character.Skills.Add("Carouse", 1); return; case 2: character.CurrentTermBenefits.AdvancementDM += 4; return; } return; case 12: character.AddHistory("Your business or ship thrives."); character.CurrentTermBenefits.AdvancementDM += 100; return; } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: character.AddHistory("Arrested and charged."); switch (dice.D(2)) { case 1: if (dice.RollHigh(character.Skills.GetLevel("Advocate"), 8)) { character.AddHistory("Successfully defended self."); } else { character.AddHistory("Failed to defend self. Gain an Enemy and go to prison."); character.NextTermBenefits.MustEnroll = "Prisoner"; } return; case 2: character.AddHistory("Hired a lawyer to beat the charges."); character.BenefitRolls += -1; return; } return; case 4: character.AddHistory("Involved in the planning of an impressive heist."); { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Electronics")); skillList.Add("Mechanic"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 5: character.AddHistory("Crime pays off. Gain victim as Enemy."); character.BenefitRollDMs.Add(2); return; case 6: switch (dice.D(2)) { case 1: character.AddHistory("Backstab a fellow rogue for personal gain."); character.CurrentTermBenefits.AdvancementDM += 4; return; case 2: character.AddHistory("Refuse to backstab a fellow rogue for personal gain. Gain an Ally"); return; } return; case 7: LifeEvent(character, dice); return; case 8: character.AddHistory("You spend months in the dangerous criminal underworld."); { var skillList = new SkillTemplateCollection(); skillList.Add("Streetwise"); skillList.Add("Stealth"); skillList.AddRange(SpecialtiesFor("Melee")); skillList.AddRange(SpecialtiesFor("Gun Combat")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 9: character.AddHistory("Involved in a feud with a rival criminal organization."); if (dice.RollHigh(character.Skills.BestSkillLevel("Stealth", "Gun Combat"), 8)) character.BenefitRolls += 1; else Injury(character, dice); return; case 10: character.AddHistory("Involved in a gambling ring. "); character.Skills.Add("Gambler", 1); if (character.BenefitRolls > 0) { if (dice.RollHigh(character.Skills.GetLevel("Gambler"), 8)) character.BenefitRolls = (int)Math.Ceiling(1.5 * character.BenefitRolls); else character.BenefitRolls = 0; } return; case 11: character.AddHistory("A crime lord considers you his protégé."); switch (dice.D(2)) { case 1: character.Skills.Add("Tactics", "Military", 1); return; case 2: character.CurrentTermBenefits.AdvancementDM += 4; return; } return; case 12: character.AddHistory("You commit a legendary crime."); character.CurrentTermBenefits.AdvancementDM += 100; return; } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: character.AddHistory("Trapped behind enemy lines."); { var skillList = new SkillTemplateCollection(); skillList.Add("Survival"); skillList.Add("Stealth"); skillList.Add("Deception"); skillList.Add("Streetwise"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 4: character.AddHistory("Assigned to the security staff of a space station."); { var skillList = new SkillTemplateCollection(); skillList.Add("Vacc Suit"); skillList.Add("Athletics", "Dexterity"); character.Skills.Increase(dice.Choose(skillList)); } return; case 5: character.AddHistory($"Advanced training in a specialist field"); if (dice.RollHigh(character.EducationDM, 8)) { var skillList = new SkillTemplateCollection(); skillList.AddRange(RandomSkills); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 6: character.AddHistory("Assigned to an assault on an enemy fortress."); if (dice.RollHigh(character.Skills.BestSkillLevel("Gun Combat", "Melee"), 8)) { var skillList = new SkillTemplateCollection(); skillList.Add("Tactics", "Military"); skillList.Add("Leadership"); character.Skills.Increase(dice.Choose(skillList)); } else { character.AddHistory("Injured"); switch (dice.D(3)) { case 1: character.Strength -= 1; return; case 2: character.Dexterity -= 1; return; case 3: character.Endurance -= 1; return; } } return; case 7: LifeEvent(character, dice); return; case 8: character.AddHistory("On the front lines of a planetary assault and occupation."); { var skillList = new SkillTemplateCollection(); skillList.Add("Recon"); skillList.AddRange(SpecialtiesFor("Gun Combat")); skillList.Add("Leadership"); skillList.Add("Electronics", "Comms"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 9: character.AddHistory("A mission goes disastrously wrong due to your commander’s error or incompetence, but you survive."); if (dice.D(2) == 1) { character.AddHistory("Report commander and gain an Enemy."); character.CurrentTermBenefits.AdvancementDM += 2; } else { character.AddHistory("Cover for the commander and gain an Ally."); } return; case 10: character.AddHistory("Assigned to a black ops mission."); character.CurrentTermBenefits.AdvancementDM += 2; return; case 11: character.AddHistory("Commanding officer takes an interest in your career."); switch (dice.D(2)) { case 1: character.Skills.Add("Tactics", "Military", 1); return; case 2: character.CurrentTermBenefits.AdvancementDM += 4; return; } return; case 12: character.AddHistory("Display heroism in battle."); character.CurrentTermBenefits.AdvancementDM += 100; //also applies to commission rolls if (character.LastCareer.CommissionRank == 0) { character.CurrentTermBenefits.FreeCommissionRoll = true; } return; } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: if (dice.D(2) == 1) { character.AddHistory("Refused to perform research that goes against your conscience."); } else { character.AddHistory($"Agreed to perform research that goes against your conscience. Gain {dice.D(3)} Enemies."); character.BenefitRolls += 1; var skillList = new SkillTemplateCollection(SpecialtiesFor("Science")); character.Skills.Increase(dice.Pick(skillList)); character.Skills.Increase(dice.Pick(skillList)); //pick 2 } return; case 4: character.AddHistory("Assigned to work on a secret project for a patron or organisation."); { var skillList = new SkillTemplateCollection(); skillList.Add("Medic"); skillList.AddRange(SpecialtiesFor("Science")); skillList.AddRange(SpecialtiesFor("Engineer")); skillList.AddRange(SpecialtiesFor("Electronics")); skillList.Add("Investigate"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 5: character.AddHistory($"Win a prestigious prize for your work."); character.BenefitRollDMs.Add(1); return; case 6: character.AddHistory("Advanced training in a specialist field."); if (dice.RollHigh(character.EducationDM, 8)) { var skillList = new SkillTemplateCollection(RandomSkills); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 7: LifeEvent(character, dice); return; case 8: { if (dice.D(2) == 1) { if (dice.RollHigh(character.Skills.BestSkillLevel("Deception", "Admin"), 8)) { character.AddHistory("Cheated in some fashion, advancing your career and research by stealing another’s work, using an alien device, taking a shortcut and so forth."); character.BenefitRollDMs.Add(2); dice.Choose(character.Skills).Level += 1; } else { character.AddHistory("Caught cheating in some fashion, advancing your career and research by stealing another’s work, using an alien device, taking a shortcut and so forth."); character.BenefitRolls += -1; Mishap(character, dice); } character.AddHistory("Gain an Enemy"); } else { character.AddHistory("Refuse to join a cheat in some fashion."); } } return; case 9: character.AddHistory("Make a breakthrough in your field."); character.CurrentTermBenefits.AdvancementDM += 2; return; case 10: character.AddHistory("Entangled in a bureaucratic or legal morass that distracts you from your work."); { var skillList = new SkillTemplateCollection(); skillList.Add("Admin"); skillList.Add("Advocate"); skillList.Add("Persuade"); skillList.Add("Diplomat"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 11: character.AddHistory("Work for an eccentric but brilliant mentor, who becomes an Ally."); switch (dice.D(2)) { case 1: character.Skills.Increase(dice.Choose(SpecialtiesFor("Science"))); return; case 2: character.CurrentTermBenefits.AdvancementDM += 4; return; } return; case 12: character.AddHistory("Work leads to a considerable breakthrough."); character.CurrentTermBenefits.AdvancementDM += 100; return; } }
internal override void Mishap(Character character, Dice dice) { switch (dice.D(6)) { case 1: Injury(character, dice, true); return; case 2: character.AddHistory("Bankrupted by a rival. Gain the other trader as a Rival."); character.BenefitRolls = 0; return; case 3: character.AddHistory("A sudden war destroys your trade routes and contacts, forcing you to flee that region of space."); character.AddHistory("Gain rebels as Enemy"); { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Gun Combat")); skillList.AddRange(SpecialtiesFor("Pilot")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 4: character.AddHistory("Your ship or starport is destroyed by criminals. Gain them as an Enemy."); return; case 5: character.AddHistory("Imperial trade restrictions force you out of business."); character.NextTermBenefits.EnlistmentDM.Add("Rogue", 100); return; case 6: character.AddHistory("A series of bad deals and decisions force you into bankruptcy. You salvage what you can."); character.BenefitRolls += 1; return; } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: if (dice.D(2) == 1) { character.AddHistory("Refused a challenge to a duel for your honour and standing."); character.SocialStanding += -1; } else { if (dice.RollHigh(character.Skills.GetLevel("Melee", "Blade"), 8)) { character.SocialStanding += 1; } else { character.SocialStanding += -1; Injury(character, dice); } var skillList = new SkillTemplateCollection(); skillList.Add("Melee", "Blade)"); skillList.Add("Leadership"); skillList.AddRange(SpecialtiesFor("Tactics")); skillList.Add("Deception"); character.Skills.Increase(dice.Choose(skillList)); } return; case 4: character.AddHistory("time as a ruler or playboy gives you a wide range of experiences."); { var skillList = new SkillTemplateCollection(); skillList.Add("Animals", "Handling"); skillList.AddRange(SpecialtiesFor("Art")); skillList.Add("Carouse"); skillList.Add("Streetwise"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 5: character.AddHistory($"Inherit a gift from a rich relative."); character.BenefitRollDMs.Add(1); return; case 6: character.AddHistory("Become deeply involved in politics on your world of residence, becoming a player in the political intrigues of government. Gain a Rival."); { var skillList = new SkillTemplateCollection(); skillList.Add("Advocate"); skillList.Add("Admin"); skillList.Add("Diplomacy"); skillList.Add("Persuade"); character.Skills.Increase(dice.Choose(skillList)); } return; case 7: LifeEvent(character, dice); return; case 8: { if (dice.D(2) == 1) { if (dice.RollHigh(character.Skills.BestSkillLevel("Deception", "Persuade"), 8)) { character.AddHistory("Join a successful conspiracy of nobles."); var skillList = new SkillTemplateCollection(); skillList.Add("Deception"); skillList.Add("Persuade"); skillList.AddRange(SpecialtiesFor("Tactics")); skillList.Add("Carouse"); character.Skills.Increase(dice.Choose(skillList)); } else { character.AddHistory("Join a conspiracy of nobles that were caught."); Mishap(character, dice); } } else { character.AddHistory("Refuse to join a conspiracy of nobles. Gain an Enemy."); } } return; case 9: character.AddHistory("Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy."); character.CurrentTermBenefits.AdvancementDM += 2; return; case 10: character.AddHistory("You manipulate and charm your way through high society. Gain a Rival and an Ally."); { var skillList = new SkillTemplateCollection(); skillList.Add("Carouse"); skillList.Add("Diplomat"); skillList.Add("Persuade"); skillList.Add("Steward"); character.Skills.Increase(dice.Choose(skillList)); } return; case 11: character.AddHistory("You make an alliance with a powerful and charismatic noble, who becomes an Ally."); switch (dice.D(2)) { case 1: character.Skills.Increase("Leadership"); return; case 2: character.CurrentTermBenefits.AdvancementDM += 4; return; } return; case 12: character.AddHistory("Your efforts do not go unnoticed by the Imperium."); character.CurrentTermBenefits.AdvancementDM += 100; return; } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: character.AddHistory("Offered job by a patron. Now owe him a favor."); character.NextTermBenefits.MusterOut = true; character.NextTermBenefits.QualificationDM += 4; return; case 4: var skills = new SkillTemplateCollection(); skills.Add("Jack-of-All-Trades"); skills.Add("Survival"); skills.Add("Streetwise"); skills.AddRange(SpecialtiesFor("Melee")); character.Skills.Increase(dice.Choose(skills)); return; case 5: character.AddHistory("Find valuable salvage."); character.BenefitRollDMs.Add(1); return; case 6: UnusualLifeEvent(character, dice); return; case 7: LifeEvent(character, dice); return; case 8: var bestSkill = character.Skills.BestSkillLevel("Melee", "Gun Combat", "Stealth"); if (dice.RollHigh(bestSkill, 8)) { character.AddHistory("Attacked by enemies that you easily defeat."); } else { character.AddHistory("Attacked by enemies and injured."); Injury(character, dice); } character.AddHistory("Gain Enemy if you don't already have one."); return; case 9: { var roll = dice.D(6); if (roll == 1) { character.AddHistory("Attempted a risky adventure and was injured."); Injury(character, dice); } else if (roll == 2) { character.AddHistory("Attempted a risky adventure and was sent to prison."); character.NextTermBenefits.MustEnroll = "Prisoner"; } else if (roll < 5) { character.AddHistory("Survived a risky adventure but gained nothing."); } else { character.AddHistory("Attempted a risky adventure and was wildly successful."); character.BenefitRollDMs.Add(4); } } return; case 10: dice.Choose(character.Skills).Level += 1; return; case 11: character.NextTermBenefits.MusterOut = true; character.NextTermBenefits.MustEnroll = Book.RollDraft(dice); character.AddHistory("Drafted into " + character.NextTermBenefits.MustEnroll); return; case 12: character.CurrentTermBenefits.AdvancementDM += 100; return; } }
internal override void TitleTable(Character character, CareerHistory careerHistory, Dice dice) { switch (careerHistory.Rank) { case 0: careerHistory.Title = "Lackey"; return; case 1: careerHistory.Title = "Henchman"; { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Pilot")); skillList.AddRange(SpecialtiesFor("Gunner")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 2: careerHistory.Title = "Corporal"; return; case 3: careerHistory.Title = "Sergeant"; { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Gun Combat")); skillList.AddRange(SpecialtiesFor("Melee")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 4: careerHistory.Title = "Lieutenant"; return; case 5: careerHistory.Title = "Leader"; { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Engineer")); skillList.Add("Navigation"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 6: careerHistory.Title = "Captain"; return; } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: if (dice.D(2) == 1) { character.AddHistory("Refused to perform research that goes against your conscience."); } else { character.AddHistory($"Agreed to perform research that goes against your conscience. Gain {dice.D(3)} Enemies."); character.BenefitRolls += 1; var skillList = new SkillTemplateCollection(SpecialtiesFor("Science")); character.Skills.Increase(dice.Pick(skillList)); character.Skills.Increase(dice.Pick(skillList)); //pick 2 } return; case 4: character.AddHistory("Assigned to work on a secret project for a patron or organisation."); { var skillList = new SkillTemplateCollection(); skillList.Add("Medic"); skillList.AddRange(SpecialtiesFor("Science")); skillList.AddRange(SpecialtiesFor("Engineer")); skillList.AddRange(SpecialtiesFor("Electronics")); skillList.Add("Investigate"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 5: character.AddHistory($"Win a prestigious prize for your work."); character.BenefitRollDMs.Add(1); return; case 6: character.AddHistory("Advanced training in a specialist field."); if (dice.RollHigh(character.EducationDM, 8)) { var skillList = new SkillTemplateCollection(RandomSkills); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 7: LifeEvent(character, dice); return; case 8: { if (dice.D(2) == 1) { if (dice.RollHigh(character.Skills.BestSkillLevel("Deception", "Admin"), 8)) { character.AddHistory("Cheated in some fashion, advancing your career and research by stealing another’s work, using an alien device, taking a shortcut and so forth."); character.BenefitRollDMs.Add(2); dice.Choose(character.Skills).Level += 1; } else { character.AddHistory("Caught cheating in some fashion, advancing your career and research by stealing another’s work, using an alien device, taking a shortcut and so forth."); character.BenefitRolls += -1; Mishap(character, dice); } character.AddHistory("Gain an Enemy"); } else { character.AddHistory("Refuse to join a cheat in some fashion."); } } return; case 9: character.AddHistory("Make a breakthrough in your field."); character.CurrentTermBenefits.AdvancementDM += 2; return; case 10: character.AddHistory("Entangled in a bureaucratic or legal morass that distracts you from your work."); { var skillList = new SkillTemplateCollection(); skillList.Add("Admin"); skillList.Add("Advocate"); skillList.Add("Persuade"); skillList.Add("Diplomat"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 11: character.AddHistory("Work for an eccentric but brilliant mentor, who becomes an Ally."); switch (dice.D(2)) { case 1: character.Skills.Increase(dice.Choose(SpecialtiesFor("Science"))); return; case 2: character.CurrentTermBenefits.AdvancementDM += 4; return; } return; case 12: character.AddHistory("Work leads to a considerable breakthrough."); character.CurrentTermBenefits.AdvancementDM += 100; return; } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: character.AddHistory("An investigation takes on a dangerous turn."); if (dice.RollHigh(character.Skills.BestSkillLevel("Investigate", "Streetwise"), 8)) { var skillList = new SkillTemplateCollection(); skillList.Add("Deception"); skillList.Add("Jack-of-All-Trades"); skillList.Add("Persuade"); skillList.Add("Tactics"); character.Skills.Increase(dice.Choose(skillList)); } else { Mishap(character, dice); } return; case 4: character.AddHistory("Rewarded for a successful mission."); character.BenefitRollDMs.Add(1); return; case 5: character.AddHistory($"Established a network of contacts. Gain {dice.D(3)} contacts."); return; case 6: character.AddHistory("Advanced training in a specialist field."); if (dice.RollHigh(character.EducationDM, 8)) { dice.Choose(character.Skills).Level += 1; } return; case 7: LifeEvent(character, dice); return; case 8: { character.AddHistory("Go undercover to investigate an enemy."); var career = dice.Choose(m_Careers); if (dice.RollHigh(character.Skills.GetLevel("Deception"), 8)) { career.Event(character, dice); career.AssignmentSkills(character, dice); } else { career.Mishap(character, dice); } } return; case 9: character.AddHistory("You go above and beyond the call of duty."); character.CurrentTermBenefits.AdvancementDM += 2; return; case 10: character.AddHistory("Given specialist training in vehicles."); { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Drive")); skillList.AddRange(SpecialtiesFor("Flyer")); skillList.AddRange(SpecialtiesFor("Pilot")); skillList.AddRange(SpecialtiesFor("Gunner")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) { character.Skills.Add(dice.Choose(skillList), 1); } } return; case 11: character.AddHistory("Befriended by a senior agent."); switch (dice.D(2)) { case 1: character.Skills.Increase("Investigate"); return; case 2: character.CurrentTermBenefits.AdvancementDM += 4; return; } return; case 12: character.AddHistory("Uncover a major conspiracy against your employers."); character.CurrentTermBenefits.AdvancementDM += 100; return; } }
internal override void Event(Character character, Dice dice) { switch (dice.D(2, 6)) { case 2: Mishap(character, dice); character.NextTermBenefits.MusterOut = false; return; case 3: character.AddHistory("An investigation takes on a dangerous turn."); if (dice.RollHigh(character.Skills.BestSkillLevel("Investigate", "Streetwise"), 8)) { var skillList = new SkillTemplateCollection(); skillList.Add("Deception"); skillList.Add("Jack-of-All-Trades"); skillList.Add("Persuade"); skillList.Add("Tactics"); character.Skills.Increase(dice.Choose(skillList)); } else { Mishap(character, dice); } return; case 4: character.AddHistory("Rewarded for a successful mission."); character.BenefitRollDMs.Add(1); return; case 5: character.AddHistory($"Established a network of contacts. Gain {dice.D(3)} contacts."); return; case 6: character.AddHistory("Advanced training in a specialist field."); if (dice.RollHigh(character.EducationDM, 8)) { dice.Choose(character.Skills).Level += 1; } return; case 7: LifeEvent(character, dice); return; case 8: { character.AddHistory("Go undercover to investigate an enemy."); var career = dice.Choose(m_Careers); if (dice.RollHigh(character.Skills.GetLevel("Deception"), 8)) { career.Event(character, dice); career.AssignmentSkills(character, dice); } else { career.Mishap(character, dice); } } return; case 9: character.AddHistory("You go above and beyond the call of duty."); character.CurrentTermBenefits.AdvancementDM += 2; return; case 10: character.AddHistory("Given specialist training in vehicles."); { var skillList = new SkillTemplateCollection(); skillList.AddRange(SpecialtiesFor("Drive")); skillList.AddRange(SpecialtiesFor("Flyer")); skillList.AddRange(SpecialtiesFor("Pilot")); skillList.AddRange(SpecialtiesFor("Gunner")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 11: character.AddHistory("Befriended by a senior agent."); switch (dice.D(2)) { case 1: character.Skills.Increase("Investigate"); return; case 2: character.CurrentTermBenefits.AdvancementDM += 4; return; } return; case 12: character.AddHistory("Uncover a major conspiracy against your employers."); character.CurrentTermBenefits.AdvancementDM += 100; return; } }
internal override void Mishap(Character character, Dice dice) { switch (dice.D(6)) { case 1: Injury(character, dice, true); return; case 2: character.AddHistory("Expose or are involved in a scandal of some sort."); return; case 3: character.AddHistory("Public opinion turns on you."); character.SocialStanding += -1; return; case 4: character.AddHistory("You are betrayed by a peer. One Ally or Contact becomes a Rival or Enemy"); return; case 5: character.AddHistory("An investigation, tour, project or expedition goes wrong, stranding you far from home."); var skillList = new SkillTemplateCollection(); skillList.Add("Survival"); skillList.AddRange(SpecialtiesFor("Pilot")); skillList.Add("Persuade"); skillList.Add("Streetwise"); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); return; case 6: character.AddHistory("You are forced out because of censorship or controversy. What truth did you get too close to?"); character.NextTermBenefits.QualificationDM += 2; return; } }
internal override void Mishap(Character character, Dice dice) { switch (dice.D(6)) { case 1: Injury(character, dice, true); return; case 2: character.AddHistory("Arrested"); character.NextTermBenefits.MustEnroll = "Prisoner"; return; case 3: character.AddHistory("Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy."); if (dice.D(2, 6) == 2) { character.NextTermBenefits.MustEnroll = "Prisoner"; } return; case 4: character.AddHistory("A job goes wrong, forcing you to flee off-planet. "); { var skillList = new SkillTemplateCollection(); skillList.Add("Deception"); skillList.Add("Pilot", "Small Craft"); skillList.Add("Pilot", "Spacecraft"); skillList.Add("Athletics", "Dexterity"); skillList.AddRange(SpecialtiesFor("Gunner")); skillList.RemoveOverlap(character.Skills, 1); if (skillList.Count > 0) character.Skills.Add(dice.Choose(skillList), 1); } return; case 5: character.AddHistory("A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy."); return; case 6: Injury(character, dice, false); return; } }