Crewman Garnett Fleming permalink

Age Sex Str Dex End Int Edu Soc
71 M 1 (-2) 1 (-2) 1 (-2) 5 (-1) 2 (-2) 6 (0)
Despicable
 
Skills
Animals 0
Astrogation 0
Athletics 0
Drive 0
Gun Combat 0
Gunner (Screen) 1
Language (Anglic (3rd Imperium)) 1
Medic 0
Melee (Blade) 1
Profession (Civil Engineering) 1
Recon 0
Seafarer (Sails) 1
Stealth 0
Streetwise 0
Survival 1
CareerAssignmentTitleRankTerms
Citizen Colonist 0 1
Agent Intelligence 0 1
Merchant Merchant Marine Crewman 0 2
Navy Flight Crewman 0 1
Scout Courier 0 1
Drifter Wanderer 0 2
Drifter Barbarian 0 1
Drifter Scavenger 0 1
Retired 0 3
 
TermHistory
1Became a Colonist at age 18
1Nearly killed. Owe 20,000 for medical bills.
2Became a Intelligence at age 22
2Life ruined by a criminal gang. Gain the gang as an Enemy
3Became a Merchant Marine at age 26
3Is now a Crewman
3Embroiled in legal trouble.
4Continued as Merchant Marine at age 30
4A series of bad deals and decisions force you into bankruptcy. You salvage what you can.
5Became a Flight at age 34
5Severely injured.
6Became a Courier at age 38
6You have no idea what happened to you – they found your ship drifting on the fringes of friendly space.
7Became a Wanderer at age 42
8Voluntarily left Wanderer
8Switched to Barbarian at age 46
8Suffer from a life-threatening illness.
9Returned to Wanderer at age 50
9You do not know what happened to you. There is a gap in your memory.
10Switched to Scavenger at age 54
10run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy.
11Aging Crisis. Owe 10,000 for medical bills.
11Retired at age 58
11A romantic relationship ends badly. Gain a Rival or Enemy.
12Aging Crisis. Owe 10,000 for medical bills.
12A romantic relationship deepens, possibly leading to marriage. Gain an Ally.
13Aging Crisis. Owe 10,000 for medical bills.
13Accused of a crime
14Aging Crisis. Owe 60,000 for medical bills.