Player Class: CEO

CEO's, some of the smartest men in the corporation are here, but others are here simply due to inheritence of funds.

Corporate Executive Officers being sent to the space station have usually managed to anger someone, or have this as a first assignment from climbing the Corporate ladder.

CEO
Starting Skills: Computer Use, Decipher, Diplomacy, Disguise, Gather Information, Investigate, Sense Motive(Choose 3 to start with) Starting Talents: None Stat Boosts: 1+ Wisdom, 1+ Charisma Starting Cash: 3D100

CEO Rules
The CEO is one of the financial and Charismatic powerhouses, able to buy his way out of most situations(or at least can stop some of them from happening with enough of his influence)

Every level, the CEO receives 1d10 Reputation, and can use this to temporarily boost an otheriwse difficult test, example:

John, a rank one CEO, wishes to have more security, but he has to go to someone above him to request it, John rolled a 6 for his Reputation which is fairly average, John will roll Diplomacy to request additional security/access/etc... and may add 1 or more to his diplomacy roll with his reputation, his reputation is then spent and John will not receive anymore until he levels up.

Reputation can be spent on any skill used to talk to people(Bluff/Intimidate/gather Information, etc...)

when rolling for strength and dexterity, the CEO only rolls 2D6 instead of 3D6.