Crewman Leonard Hill
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| Age |
Sex |
Str |
Dex |
End |
Int |
Edu |
Soc |
| 36 |
M |
9 (1) |
9 (1) |
3 (-1) |
5 (-1) |
2 (-2) |
4 (-1) |
| Vague, Cheerful, Night Owl |
| Skills |
| Athletics (Strength) 1 |
| Deception 0 |
| Drive 0 |
| Gun Combat 1 |
| Gunner (Ortillery) 1 |
| Recon 0 |
| Stealth 0 |
| Streetwise 0 |
| Survival 0 |
| Vacc Suit 0 |
|
|
| Career | Assignment | Title | Rank | Terms |
| Drifter |
Wanderer |
|
0 |
1 |
| Navy |
Line/Crew |
Crewman |
0 |
3 |
|
| Term | History |
| 1 | Became a Wanderer at age 18 |
| 1 | run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
| 2 | Became a Line/Crew at age 22 |
| 2 | Is now a Crewman |
| 2 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 3 | Continued as Line/Crew at age 26 |
| 3 | Abuse your position for profit |
| 4 | Continued as Line/Crew at age 30 |
| 4 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |