Crewman Queenie Martin permalink

Age Sex Str Dex End Int Edu Soc
57 F 3 (-1) 3 (-1) 3 (-1) 5 (-1) 3 (-1) 2 (-2)
Humorous, Sleazy
 
Skills
Admin 0
Advocate 0
Animals 0
Astrogation 0
Broker 2
Diplomat 0
Drive (Walker) 1
Electronics (Computers) 2
Engineer (J-drive) 1
Gun Combat (Energy) 1
Gun Combat 1
Jack-of-all-Trades 1
Language 0
Leadership 0
Persuade 1
Pilot (Spacecraft) 1
Streetwise 0
Vacc Suit 1
CareerAssignmentTitleRankTerms
Citizen Corporate 0 1
Citizen Colonist 0 1
Merchant Free Trader 2 4
Drifter Scavenger 0 1
Merchant Merchant Marine Crewman 0 1
Navy Line/Crew Crewman 0 1
 
TermHistory
1Became a Corporate at age 18
1Refused to co-operate with investigation by the planetary authorities. Gain an Ally
2Switched to Colonist at age 22
2Lightly injured, no permanent damage. Fully recovered.
3Became a Free Trader at age 26
3A romantic relationship ends badly. Gain a Rival or Enemy.
4Continued as Free Trader at age 30
4A good deal ensures you are living the high life for a few years.
4Promoted to rank 1
5Continued as Free Trader at age 34
5Promoted to rank 2
6Continued as Free Trader at age 38
6A sudden war destroys your trade routes and contacts, forcing you to flee that region of space.
6Gain rebels as Enemy
7Became a Scavenger at age 42
7run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy.
8Switched to Merchant Marine at age 46
8Is now a Crewman
8Risk your fortune on a possibility lucrative deal and win.
9Voluntarily left Merchant Marine
9Became a Line/Crew at age 50
9During a battle, defeat or victory depends on your actions. You actions lead to an honorabe discharge.