| Age |
Sex |
Str |
Dex |
End |
Int |
Edu |
Soc |
| 52 |
F |
7 (0) |
4 (-1) |
6 (0) |
9 (1) |
7 (0) |
10 (1) |
| Charismatic |
| Skills |
| Animals 0 |
| Drive 0 |
| Electronics 0 |
| Flyer (Rotor) 1 |
| Gun Combat 0 |
| Gun Combat 1 |
| Gunner (Turret) 1 |
| Investigate 0 |
| Melee (Blade) 1 |
| Recon 0 |
| Streetwise 1 |
| Survival 1 |
| Vacc Suit 1 |
|
|
| Career | Assignment | Title | Rank | Terms |
| Agent |
Intelligence |
|
0 |
1 |
| Drifter |
Wanderer |
|
1 |
1 |
| Citizen |
Colonist |
|
1 |
2 |
| Navy |
Line/Crew |
Ensign |
1 / 0 |
4 |
|
| Term | History |
| 1 | Became a Intelligence at age 18 |
| 1 | Your work ends up coming home with you, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
| 2 | Became a Wanderer at age 22 |
| 2 | Find valuable salvage. |
| 2 | Promoted to rank 1 |
| 3 | Voluntarily left Wanderer |
| 3 | Became a Colonist at age 26 |
| 3 | You learn something you should not have – a corporate secret, a political scandal – which you can profit from illegally. |
| 3 | Promoted to rank 1 |
| 4 | Continued as Colonist at age 30 |
| 4 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 5 | Became a Line/Crew at age 34 |
| 5 | Is now a Crewman |
| 5 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 5 | Commissioned in Navy/Line/Crew |
| 5 | Is now a Ensign |
| 6 | Continued as Line/Crew at age 38 |
| 6 | Gained a contact. |
| 7 | Continued as Line/Crew at age 42 |
| 7 | Advanced training in a specialist field |
| 8 | Continued as Line/Crew at age 46 |
| 8 | Scarred. Fully recovered. |