| Age |
Sex |
Str |
Dex |
End |
Int |
Edu |
Soc |
| 55 |
F |
2 (-2) |
2 (-2) |
1 (-2) |
4 (-1) |
7 (0) |
6 (0) |
| Civilised, Agreeable |
| Skills |
| Admin 0 |
| Advocate 0 |
| Astrogation 1 |
| Athletics 0 |
| Broker 0 |
| Carouse 1 |
| Diplomat 0 |
| Electronics (Sensors) 1 |
| Gambler 1 |
| Gun Combat (Energy) 1 |
| Leadership 0 |
| Mechanic 1 |
| Recon 0 |
| Survival 0 |
|
|
| Career | Assignment | Title | Rank | Terms |
| Citizen |
Corporate |
|
0 |
1 |
| Citizen |
Colonist |
|
0 |
1 |
| Scout |
Courier |
|
0 |
6 |
| Retired |
|
|
0 |
1 |
|
| Term | History |
| 1 | Became a Corporate at age 18 |
| 1 | A revolution, attack or other unusual event throws your life into chaos, forcing you to leave the planet. |
| 2 | Switched to Colonist at age 22 |
| 2 | Refused to co-operate with investigation by the planetary authorities. Gain an Ally |
| 3 | Became a Courier at age 26 |
| 3 | A new romantic starts. Gain an Ally. |
| 4 | Continued as Courier at age 30 |
| 4 | Spend several years jumping from world to world in your scout ship. |
| 5 | Continued as Courier at age 34 |
| 5 | When dealing with an alien race, you botch an opportunity to gather extra intelligence about them. |
| 5 | Lightly injured, no permanent damage. Fully recovered. |
| 6 | Continued as Courier at age 38 |
| 6 | When dealing with an alien race, you botch an opportunity to gather extra intelligence about them. |
| 6 | Psychologically damaged by your time in the scouts. |
| 7 | Continued as Courier at age 42 |
| 7 | Spend several years jumping from world to world in your scout ship. |
| 8 | Continued as Courier at age 46 |
| 8 | Birth or Death involving a family member or close friend. |
| 8 | Forced to muster out. |
| 9 | Aging Crisis. Owe 10,000 for medical bills. |
| 9 | Retired at age 50 |
| 9 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 10 | Aging Crisis. Owe 20,000 for medical bills. |