You were chosen for Admiralty.
Why were you chosen? Pick or Roll a D6.
- Test marks were high.
- Formal Experience.
- Gamer'd too hard.
- Informal Experience.
- Nepotism.
- You don't know.
You were Promoted.
As an Admiral, formally a Multi-Consciousness Admiralty Unit, you're made up of many. You're a hivemind.
Admirals are biologically bound to their carrier, able to manifest anywhere within it.
Every Player is a prominent personality within the Admiralty called a Shard.
How to make a Shard
Every player rolls on the below tables, then combines a Trait with an Occupation.
Players decide if the resulting combinations describe the same person, or a different person.
Traits and Occupations are used in Research and Scramble scenes.
Players then establish 3 facts about their Shard.
Tables Below
Roll d20 twice, or pick two.
Traits
d20
- Calm
- Abrasive
- Friendly
- Graceless
- Humble
- Hesitant
- Polished
- Short-sighted
- Scholarly
- Graceless
- Wise
- Dignified
- Free Thinking
- Cynical
- Dull
- Loquacious
- Solemn
- Proud
- Aimless
- Cowardly
Occupation
Roll 2d6 twice, or pick two.
1-3. Biologist
- Medical
- Cellular
- Marine
- Xeno
- War
- Transcendent
3-6. Engineer
- Mechanical
- Materials
- Weapons
- Cybernetic
- Xenotech
- Paraphysics