| Age |
Sex |
Str |
Dex |
End |
Int |
Edu |
Soc |
| 43 |
M |
8 (0) |
10 (1) |
3 (-1) |
8 (0) |
7 (0) |
6 (0) |
| Mysterious, Light-Hearted, Industrious |
| Skills |
| Animals 0 |
| Athletics (Strength) 1 |
| Deception 1 |
| Drive 0 |
| Flyer (Ornithopter) 1 |
| Gun Combat (Slug) 1 |
| Investigate 1 |
| Mechanic 2 |
| Melee (Bludgeon) 1 |
| Recon 0 |
| Seafarer 0 |
| Steward 0 |
| Streetwise 0 |
|
|
| Career | Assignment | Title | Rank | Terms |
| Agent |
Intelligence |
Agent |
1 |
3 |
| Merchant |
Merchant Marine |
Senior Crewman |
1 |
2 |
| Citizen |
Colonist |
|
1 |
1 |
|
| Term | History |
| 1 | Became a Intelligence at age 18 |
| 1 | Go undercover to investigate an enemy. |
| 1 | A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy. |
| 2 | Continued as Intelligence at age 22 |
| 2 | Go undercover to investigate an enemy. |
| 2 | Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. |
| 2 | Promoted to rank 1 |
| 2 | Is now a Agent |
| 3 | Continued as Intelligence at age 26 |
| 3 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 4 | Became a Merchant Marine at age 30 |
| 4 | Is now a Crewman |
| 4 | Given advanced training in a specialist field |
| 4 | Promoted to rank 1 |
| 4 | Is now a Senior Crewman |
| 5 | Continued as Merchant Marine at age 34 |
| 5 | Make an unexpected connection outside your normal circles. Gain a Contact. |
| 6 | Voluntarily left Merchant Marine |
| 6 | Became a Colonist at age 38 |
| 6 | Spent time maintaining and using heavy vehicles. |
| 6 | Promoted to rank 1 |