Current Career: Ace Pilot

Everyone wants to be a pilot, but not everyone can be an ACE pilot. You are part of the air force that defends the borders and supports the troops on the front line. They train you in how to deal with combat with other airborne attackers.   Wage bonus: 750 cr Bonus pay: This is added to the monthly pay you get at that officer level.      
RankEnlistedBenefitsRankOfficerBenefitsPay Bonus
E1 Chicken FIGHTER ESCORT (PILOT) O1 Ensign Unpredictable Maneuvers
E2 Bird O2 Private
E3 Hawk Personal Vessal O3 Sergent +250
E4 Eagle O4 Corporal Ace Evasion +500
E5 Roc Vessel Specialization O5 Captain Any lower-level option
E6 Phoenix O6 General Any lower-level option +750
E7 Dragon IMMELMAN (SPACE OPERA) O7 Ace Pilot YAW AND LIGHTEM (PILOT)
         
Career ProgressSurvivalAdvancement
Border Patrol Dex 6+ Int 7 + Rank
Military Support Dex 8+ Int 7 + Rank
                                             
2d6Mishaps
2 Serious Injury – throw twice on the Injury Table and keep the lowest result.
3 A job goes wrong, forcing you to flee your homeland.
4 You are caught during an assignment and exposed. You must spend your next term as a Drifter.
5 An investigation goes critically wrong or leads to the top, ruining your career. Throw Dex 15+. If you succeed, you may keep the benefit throw from this term.
6 A criminal or other figure under investigation offers you a deal. Accept and you leave this career without further penalty (although you lose the benefit throw as normal). Refuse and you must throw twice on the Injury Table and take the lower result; you also gain an Enemy and 1 skill.
7 Injured – throw on the Injury Table.
8 You learn something you shouldn’t know and people want to kill you for it. Gain an Enemy and Bluff.
9 Your work ends up coming home with you and someone gets hurt. Choose one of your Contacts, Allies, or family members and throw twice on the Injury Table for them, taking the lower result.
10 You are framed for something you didn’t do. Gain an Enemy. Caught by the police make Cha DC 15. Pass let go and spend next year as Drifter, fail spend 1 year as a Prisoner. Barred from Ace Pilot until Enermy is caught and brought to justice.
11 Someone attempts to assassinate you. Throw Con DC 15. If you fail, throw on the Injuries and Medical Coverage . If you succeed, gain an Enemy.
12 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 you have no Contacts or Allies, then you are betrayed by someone you never saw coming and still gain a Rival. Contacts, Allies, Rivals and Enemies
See Current Careers: How Events Work                                                                        
Roll the dice 2d6Event
10 - 11 Disaster! Throw on the Mishap Table, but you are not ejected from this career.
12 An investigation takes a dangerous turn. Throw Streetwise DC 15. If you fail, throw on the Mishap Table. If you succeed, gain Bluff or gain Restricted Skill: Jack of All Trades
13 You are assigned to internal affairs to investigate one of your own. Throw Diplomacy DC 15. If you succeed, gain an Enemy and gain Diplomacy, Stealth, or Bluff. If you fail, you still gain an Enemy. Someone complained about you after and you lose 1 rank. roll for continued employment with a +5 DC increase.
14 You are asked to volunteer for a hazardous mission. If you accept, throw Dexterity DC 15 If you fail, throw on the Injury Table. If you succeed, gain one skill in the following: Pilot (any), Skill Restricted: Streetwise Wis or Acrobatics and +2 on your next Advancement throw. If you don't Lose 1 rank.
15 You investigate a gambling ring. Throw Intelligence 15+ to Gain Restricted Skills: Gambling INT
16-20 You are assigned to a Ceremonial detail. Roll Diplomacy DC 15, Pass +1 SOC, Fail if you anger the wrong person you are demoted roll for continued employment with a +5 DC increase.
21 You make a mistake and go down 1 rank, roll for continued employment with a +5 DC increase.
22 You are assigned to work on a secret project. Gain one class Skill: Heal, Any Science (any) 1, Computer Use(Any), or Knowledge Arcane.
23 You are sent undercover. Gain one skill: Skill Restricted: Streetwise Wis , Restricted Skills: Gambling INT, Bluff or Stealth.
24 You are presented with the chance to keep some confiscated goods. If you attempt to keep them, throw Bluff 15+ to gain +1 on a benefit throw, if you fail your throw, lose one level of Rank.
25 You spend time working in a mundane society. Throw Education DC 15 to gain Craft(any) or Profession(any).
26-30 You go undercover on a starship. Gain one skill in Pilot, Repair, or Engineering.
31-36 Life Event. Throw on the Life Events Table.
37-41 You make an unexpected connection outside your normal circles and it puts you in a bad light. You get demoted, add +5 to Maintain Employment roll.
42 You are involved in a major fight in the city. Throw Con DC 15 to avoid a roll on the Injury table. Gain an extra throw on your Benefit roll.
43 You assist in tracking down a rogue psion. Throw Intelligence DC 15 to gain one of Perception, Stealth, or Bluff. You may transfer to the Agent career next term without making a Qualification roll.
44 You go undercover to investigate an enemy. Throw Bluff DC 15. If you succeed, throw immediately on the Rogue Events Tables. If you fail, throw immediately on the Rogue Mishap Table.
45 You are forced to make a decision that causes the death of 1d3 crewmembers in order to save the crew. Throw Intelligence 15+ You gain +4 on your next Advancement throw. Either way, you gain an Enemy for every crew member who died. Maintain employment roll goes up by 2 for every crew member dead.
46-48 Everything that could go wrong did go wrong. Throw Intelligence DC 15 to gain Restricted: Jack of all Skills
49-51 During one of your tours, a high-ranking member of the government, or a celebrity, notices you. Gain a Contact and either +1 Social Standing or EDU +1.
52 You are involved in complex negotiations for a psion release. Throw Education DC 15. If you succeed, gain +1 on one cash roll.
53 Your crew is severely damaged and you are ordered to abandon the post. If you choose to stay at your post, throw Dexterity dc 15. If you fail, lose your benefit throw for this term. If you succeed, gain an extra benefit throw. Either way, throw on the Injury Table.
54 Somehow you learned something. Throw Education DC 15. If you succeed gain Any Computer Use (any)roll for continued employment with a -5 DC.
55 You are captured and interrogated by the enemy. You manage to escape or be rescued (or did they let you go...). Gain either Skill Restricted: Streetwise Wis or unarmed Combat Feat. Maintain employment DC +5.
56-60 Your hard work is acknowledged. Gain a +1 on your next Advancement roll. Maintain employment DC -5
61 You gain a mentor. Gain an Ally and +4 DM on your next Advancement roll thanks to his aid.
62 You have the chance to save a senior officer. If you take the chance, throw Dexterity 15+ If you fail, throw on the Injury Table. If you succeed, gain an Ally, and an automatic promotion. Maintain employment DC -5
63 Due to your diligent work flying, you are awarded a bonus. Gain DM +1 on one benefit throw.
64 You are ordered to attack a location near a civilian target. Obey and gain an Enemy and +2 DM on your next Advancement throw. Refuse and suffer -2 on your next Advancement throw.
65 You are selected for Officer School. Throw Intelligence dc 17 to be Commissioned. If you are already an officer, gain +2 DM on your next advancement. Maintain employment DC -5
66 Your work has been exceptional; you are Commissioned as an Officer or are automatically promoted (Players Choice). Auto pass Maintain employment.

Mustering Out Rolls

 
Roll Cash Material
1 100 Ship Share
2 200 Age Reversal
3 500 Ship Share
4 750 Weapon
5 1000 Combat Implant
6 2500 SOC +1
7 5000 TAS membership

Rank Abilities

 

Ace Evasion

Once per round, if the pilot is hit, they can make a pilot check vs the attack roll and if beat it, the attack misses.   

Personal Vessel

The pilot has a special bond with 1 ship he flies normally. This CAN be a personal ship but this bonus only applies when on the job like any other Rank abilities. He gets +4 competence bonus on his pilot and attack rolls. If they change the ship from the orgional choice he only gets +2 for each ship till 1 year passes.   

Unpredictable Maneuvers

Any time the ace pilot does a maneuver that only takes a Move action, gets a +2 competence bonus to AC till next action in following round.   

Vessel Specialization

You choose 1 size of ship and when flying that size can add +2 competence bonus to pilot and gunner checks.