Senior Crewman Jeremiah McDermot permalink

Age Sex Str Dex End Int Edu Soc
60 M 5 (-1) 4 (-1) 4 (-1) 10 (1) 7 (0) 4 (-1)
Jackass
 
Skills
Admin 0
Animals (Veterinary) 1
Art (Instrument) 1
Athletics (Strength) 1
Drive (Hovercraft) 1
Electronics (Comms) 1
Gun Combat (Energy) 1
Gun Combat 2
Mechanic 1
Medic 0
Persuade 0
Pilot (Small Craft) 1
Recon 0
Science 0
Seafarer 0
Streetwise 1
Survival 1
CareerAssignmentTitleRankTerms
Citizen Colonist 0 1
Merchant Merchant Marine Senior Crewman 1 3
Navy Engineer/Gunner Able Spacehand 1 3
Entertainer Journalist Freelancer 1 2
Citizen Corporate 0 1
 
TermHistory
1Became a Colonist at age 18
1Refused to co-operate with investigation by the planetary authorities. Gain an Ally
2Became a Merchant Marine at age 22
2Is now a Crewman
2Given advanced training in a specialist field
3Continued as Merchant Marine at age 26
3Make an unexpected connection outside your normal circles. Gain a Contact.
3Promoted to rank 1
3Is now a Senior Crewman
4Continued as Merchant Marine at age 30
4A sudden war destroys your trade routes and contacts, forcing you to flee that region of space.
4Gain rebels as Enemy
5Became a Engineer/Gunner at age 34
5Is now a Crewman
5You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy.
5Promoted to Engineer/Gunner rank 1
5Is now a Able Spacehand
6Continued as Engineer/Gunner at age 38
6Nearly killed.
7Became a Journalist at age 42
7Gain a patron in the arts. Gain an Ally
7Promoted to rank 1
7Is now a Freelancer
8Continued as Journalist at age 46
8An investigation, tour, project or expedition goes wrong, stranding you far from home.
9Switched to Corporate at age 50
9Lost eye or limb. Fully recovered. Owe 2,500 for medical bills.
10Returned to Engineer/Gunner at age 54
10Advanced training in a specialist field