Crewman Etta Rule permalink

Age Sex Str Dex End Int Edu Soc
57 F 2 (-2) 2 (-2) 4 (-1) 6 (0) 6 (0) 7 (0)
Thrifty
 
Skills
Animals (Training) 1
Art (Instrument) 1
Carouse 0
Deception 0
Drive 0
Electronics (Remote Ops) 1
Flyer 0
Gunner (Turret) 1
Melee (Unarmed) 1
Recon 1
Science (Genetics) 1
Science (History) 1
Science (Planetology) 2
Science (Psychology) 1
Seafarer (Personal) 1
Stealth 0
Streetwise 1
Survival 1
Vacc Suit 0
CareerAssignmentTitleRankTerms
Drifter Wanderer 1 1
Drifter Barbarian 1 2
Navy Line/Crew Crewman 0 1
Agent Law Enforcement Rookie 0 1
Scholar Scientist 1 3
 
EducationGraduated
University Graduated
 
TermHistory
1Entered University at age 18
1Study Drive (Walker) as a hobby.
1Graduated at age 22.
2Became a Wanderer at age 22
2Offered job by a patron. Now owe him a favor.
2Promoted to rank 1
3Switched to Barbarian at age 26
3Promoted to rank 1
4Continued as Barbarian at age 30
4run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy.
5Became a Line/Crew at age 34
5Is now a Crewman
5Severely injured.
6Became a Law Enforcement at age 38
6Is now a Rookie
6Accepted a deal with criminal or other figure under investigation.
7Became a Scientist at age 42
7Birth or Death involving a family member or close friend.
8Continued as Scientist at age 46
8Win a prestigious prize for your work.
8Promoted to rank 1
9Continued as Scientist at age 50
9Assigned to work on a secret project for a patron or organisation.