Crewman Ryan Green permalink

Age Sex Str Dex End Int Edu Soc
52 M 1 (-2) 1 (-2) 3 (-1) 4 (-1) 5 (-1) 8 (0)
Rejects Change, Venomous, Nurturing
 
Skills
Astrogation 0
Athletics (Endurance) 1
Athletics (Strength) 1
Flyer 0
Gun Combat 3
Gunner (Screen) 1
Gunner (Turret) 1
Pilot (Small Craft) 2
Science 0
Stealth 1
Survival 0
CareerAssignmentTitleRankTerms
Navy Engineer/Gunner Crewman 0 1
Agent Intelligence 0 1
Drifter Scavenger 0 3
Scout Courier 0 1
Navy Line/Crew 0 2
 
TermHistory
1Became a Engineer/Gunner at age 18
1Is now a Crewman
1During a battle, defeat or victory depends on your actions. The ship suffers severe damage and you are blamed for the disaster. You are court - martialled and discharged.
2Became a Intelligence at age 22
2Severely injured. Fully recovered. Owe 1,250 for medical bills.
3Became a Scavenger at age 26
3Attacked by enemies that you easily defeat.
3Gain Enemy if you don't already have one.
4Continued as Scavenger at age 30
4run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy.
5Became a Courier at age 34
5You have no idea what happened to you – they found your ship drifting on the fringes of friendly space.
6Returned to Scavenger at age 38
6Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy.
7Switched to Line/Crew at age 42
7Gained a contact.
8Continued as Line/Crew at age 46
8Refuse to abuse your position for profit
9Aging Crisis. Owe 10,000 for medical bills.