Crewman Sheila Price permalink

Age Sex Str Dex End Int Edu Soc
47 F 6 (0) 2 (-2) 8 (0) 6 (0) 4 (-1) 13 (2)
Placid, Sensitive
 
Skills
Animals 0
Athletics (Endurance) 1
Broker 0
Deception 1
Drive 0
Electronics 0
Jack-of-All-Trades 1
Persuade 0
Pilot (Spacecraft) 1
Science (Cybernetics) 1
Science (Xenology) 1
Seafarer 0
Stealth 0
Steward 0
Streetwise 1
Vacc Suit 0
CareerAssignmentTitleRankTerms
Merchant Merchant Marine Crewman 0 1
Drifter Wanderer 1 3
Rogue Thief 0 1
Scholar Field Researcher 1 2
 
TermHistory
1Became a Merchant Marine at age 18
1Is now a Crewman
1A sudden war destroys your trade routes and contacts, forcing you to flee that region of space.
1Gain rebels as Enemy
2Became a Wanderer at age 22
2Attacked by enemies and injured.
2Severely injured. Fully recovered. Owe 15,000 for medical bills.
2Gain Enemy if you don't already have one.
2Promoted to rank 1
3Continued as Wanderer at age 26
3Find valuable salvage.
4Continued as Wanderer at age 30
4Suffer from a life-threatening illness.
5Became a Thief at age 34
5Gained a contact.
6Voluntarily left Thief
6Became a Field Researcher at age 38
6Cheated in some fashion, advancing your career and research by stealing another’s work, using an alien device, taking a shortcut and so forth.
6Gain an Enemy
7Continued as Field Researcher at age 42
7Make a breakthrough in your field.
7Promoted to rank 1