Able Spacehand Merlin Boyd permalink

Age Str Dex End Int Edu Soc
51 3 (-1) 1 (-2) 3 (-1) 3 (-1) 10 (1) 5 (-1)
Addict
 
Skills
Animals 0
Art 0
Astrogation 1
Broker 0
Carouse 0
Engineer (Life Support) 2
Flyer 0
Gunner (Turret) 1
Jack-of-All-Trades 1
Mechanic 1
Melee (Unarmed) 1
Pilot (Small Craft) 1
Profession (Belter) 1
Seafarer 0
Stealth 0
Survival 1
CareerAssignmentTitleRankTerms
Drifter Barbarian 0 1
Scout Courier 0 2
Navy Engineer/Gunner Able Spacehand 1 2
Citizen Corporate 1 1
Drifter Wanderer 0 2
 
TermHistory
1Became a Barbarian at age 18
1You do not know what happened to you. There is a gap in your memory.
2Became a Courier at age 22
2You spend a great deal of time on the fringes of Charted Space.
2Psychologically damaged by your time in the scouts.
3Continued as Courier at age 26
3Your scout ship is one of the first on the scene to rescue the survivors of a disaster but you fail to help. Gain an Enemy.
3You have no idea what happened to you – they found your ship drifting on the fringes of friendly space.
4Voluntarily left Courier
4Became a Engineer/Gunner at age 30
4Is now a Crewman
4Placed in the frozen watch (cryogenically stored on board ship) and revived improperly.
5Became a Corporate at age 34
5You are rewarded for your diligence or cunning.
5Promoted to rank 1
6Voluntarily left Corporate
6Switched to Wanderer at age 38
7Continued as Wanderer at age 42
7Lightly injured, no permanent damage,
8Returned to Engineer/Gunner at age 46
8Vessel participates in a notable military engagement.
8Promoted to rank 1
8Is now a Able Spacehand