Senior Crewman Elmo Watts permalink

Age Sex Str Dex End Int Edu Soc
57 M 2 (-2) 1 (-2) 1 (-2) 10 (1) 4 (-1) 4 (-1)
Relents, Assertive
 
Skills
Art 0
Athletics 0
Broker 1
Diplomat 0
Drive 0
Electronics 0
Gun Combat 0
Language (Oynprith (Droyne)) 1
Mechanic 1
Melee (Unarmed) 1
Persuade 0
Pilot (Capital Ships) 1
Science 0
Steward 1
Survival 0
Vacc Suit 0
CareerAssignmentTitleRankTerms
Merchant Merchant Marine Senior Crewman 1 3
Agent Law Enforcement Rookie 0 1
Drifter Wanderer 0 2
Scholar Scientist 0 1
Entertainer Artist 0 1
Scout Explorer 0 1
 
TermHistory
1Became a Merchant Marine at age 18
1Is now a Crewman
1Make an unexpected connection outside your normal circles. Gain a Contact.
1Promoted to rank 1
1Is now a Senior Crewman
2Continued as Merchant Marine at age 22
3Continued as Merchant Marine at age 26
3A sudden war destroys your trade routes and contacts, forcing you to flee that region of space.
3Gain rebels as Enemy
4Became a Law Enforcement at age 30
4Is now a Rookie
4Your work ends up coming home with you, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls.
5Became a Wanderer at age 34
5You do not know what happened to you. There is a gap in your memory.
6Became a Scientist at age 38
6Your work is sabotaged by unknown parties. You may salvage what you can and give up.
7Became a Artist at age 42
7Nearly killed. Fully recovered. Owe 20,000 for medical bills.
8Returned to Wanderer at age 46
8run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy.
9Became a Explorer at age 50
9Injured. Fully recovered. Owe 5,000 for medical bills.
10Aging Crisis. Owe 20,000 for medical bills.