Now it is time to build Lora Isarch.
Skills: You have 8 dice to spend between the three categories, subject to the restrictions of your Drawbacks. Each category will have a small number of additional dice locked to that category. Dice after the first three have to be assigned to a Speciality. Some examples will be provided. Currently you can have a maximum of 2 Dice in each Speciality, but can have more than one Speciality per skill.
Administration Skills - 3 Dice
These are the skills for the less exciting facets of running an organisation.
Bureaucracy - The skill for doing paperwork. A wide range of uses, from requesting authorization for something to covering your ass in the event of a screw up. [CYOA, Lobbying, Navy, Political]
Finance - The skill for managing money. Useful for making your budgets go farther. In some cases can substitute for Bureaucracy for getting higher budget allocations. [ex. Forensics, Fraud, Cost-Cutting]
Sapient Resources - The skill for managing people. Hiring them and making efficient use of them while keeping morale up. [ex. Headhunting, Teambuilding]
Security - The skill for implementing policies and procedures that will help prevent sensitive data from being compromised without hindering the efforts of the organisation. [Compliance, Honey-traps]
Technical Skills - 2 Dice, no more than a single die in any skill due to your Mandatory drawback.
These skills are split into two subcategories. Engineering and Science.
Engineering skills are for the applied side of starship design. How best to make use of the technologies you have. They are as follows.
Architecture - The skill for taking the disparate engineering elements and making a cohesive whole. [Corvettes, Cruisers, Robustness, Flexibility, Minimalism]
Electronics - The skill for systems that allow a ship to 'see' and 'hear', as well as prevent others in the area from doing the same. [Sensors, Communications, ECM, ECCM]
Hyperspace drives - The skill for the systems that allow a ship to move between the stars. [Frigates, Efficiency, Speed]
Power systems - The skill for systems that give the ship the energy it requires to run all its other systems. [Output, Robustness, Compactness]
Shields - The skill for systems that prevent damage to the hull. [Corvettes, Directional, Regeneration]
Structures - The skill for the bones and skin of a ship. [Armour, Minimalism, Hangers]
Sublight drives - The skill to allow a ship to move within a star system. [Corvettes, Speed, Efficiency, Maneuverability]
Support Systems - The skill for all the other systems of a ship. Ranging from plumbing, electrical wiring, living quarters, and beyond. [Comfort, Robustness, Cost Effectiveness]
Weapons - The skill for systems that seek to damage other ships [Turbolasers, Missiles, Point Defence, Oddities]
Science skills are for the more theoretical side of starship design. How to invent new technologies to use. There are less skills here but they are more sensitive to lacking a relevant specialty.
Physics - The skill for technological advancement for topics centred around energy. [Lasers, Gravity]
Chemistry - The skill for technological advancement for topics centred around material sciences. [Blaster Gasses, Metallurgy, Nebula]
Biology - The skill for technological advancement for topics centred around living things. Life Support systems are the most common, but not the only ones. [Hydroponics, Medicine, Psychology]
Janitor Skills - Two skills get 2 free dice, the remaining skill gets 3. Janitor skills break the normal rules and can be taken up to 5 dice without needing a speciality.
These are unique skills unlocked thanks to your background.
Uncommon Sense - The skill for foreseeing problems that might catch others unaware.
Technical Translation - The skill is used to support Extended tests that involve multiple departments.
Peacemaker - The skill for settling disputes in a manner that leaves all sides, if not happy, then at least content.
Advantages: Choose 2. Advantages can not be taken more than one. Some are options available because of your background.
-[][ADVANTAGE] The Cleaning Force is Strong with this One (Janitor)
You are a Janitor Master. A bright Lord of the Clean. You no longer directly get your hands dirty, but your legacy lives on. The support staff at the ASDB is highly skilled and even more highly motivated.
-[][ADVANTAGE] Talented: [REPLACE WITH SKILL NAME HERE]
Choose 1 skill that you have at least 2 dice in. That skill now gets Double 9s on all tests when rolling that skill.
(Double 9s means that any 9s you roll while using a skill counts as two successes, in addition to how 10s normally do the same thing)
-[][ADVANTAGE] Friends in High Places
You have a number of friendly contacts with some surprisingly well placed people who owe you some favours. This will open doors for new options.
-[][ADVANTAGE] Friends in Distant Places
You have a number of friendly contacts with some surprisingly foreign people who owe you some favours. This will open doors for new options.
-[][ADVANTAGE] Friends in Low Places
You have a number of friendly contacts with some surprisingly… colourful people who owe you some favours. This will open doors for new options.
-[][ADVANTAGE] Soul Girded by Caf
You have a Caf fueled endurance that dwarfs lesser beings. You have an additional [-0] box on your overwork tracker.
-[][ADVANTAGE] Proper Planning Prevents Particularly Poor Performance (6Ps)
Long experience has taught you that most accidents are anything but. Care taken ahead of time can prevent many of them. Once per turn you can transform a check you rolled a botch on into a simple failure.
-[][ADVANTAGE] Legacy of Service
In your youth you spent a few years in either the Ekkaian or the Imperial Navy. While you never reached a command position, the lessons learned and the friends made have remained with you.
-[][ADVANTAGE] Claim your Due
You never fail to claim the credit you've earned. When you gain standing you earn an additional point.
-[][ADVANTAGE] Slicker than a Hutt
When it comes time to place the blame you always seem to slip out of the worst of it. Halve any standings losses (rounded down) to a minimum of 1.
Drawbacks: One drawback is listed as Mandatory. Take a second drawback for an additional Advantage.
-Mandatory - No Formal Education - You start with a maximum one die per technical skill.
-[][DRAWBACK] I've got a Bad Feeling about this
You have a bad feeling about this.
-[][DRAWBACK] "Friends" in Low Places.
A legacy of a misspent youth, you have a number of "friends" that you owe some slightly awkward favours to.
-[][DRAWBACK] Scarred by War
The horrors of the Stenax's genocidal occupation have left marks on your mind and body. Overwork above the [-1] level double in penalties
-[][DRAWBACK] A Well Earned Grudge
There is someone who is quite passionate about their belief that you should not hold the position you now hold. They will work tirelessly to 'take back' the title that they feel is rightfully theirs. They are loyal to Arda and will not take actions that will directly compromise its defence.
[]Plan Example remove skills left at 0
-[][ADVANTAGE] The Cleaning Force is Strong with this One (Janitor)
-[][ADVANTAGE] Soul Girded by Caf
-[][ADVANTAGE] Legacy of Service
-[][DRAWBACK] I've got a Bad Feeling about this
-[]Bureaucracy 3
–[]Spec: Navy 1
-[]Finance 1
-[]Sapient Resources 1
-[]Security 1
-[]Architecture
-[]Electronics
-[]Hyperspace drives
-[]Power systems
-[]Shields
-[]Structures
-[]Sublight drives
-[]Support Systems 1
-[]Weapons
-[]Physics
-[]Chemistry
-[]Biology 1
-[]Uncommon Sense 5
-[]Technical Translation 3
-[]Peacemaker 3
There will be a 12 hour moratorium to allow people time to ask questions and make plans.