Crewman Russell Clark
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| Age |
Sex |
Str |
Dex |
End |
Int |
Edu |
Soc |
| 55 |
M |
5 (-1) |
3 (-1) |
1 (-2) |
3 (-1) |
6 (0) |
10 (1) |
| Leader, Flirty, Brazen |
| Skills |
| Animals 0 |
| Deception 0 |
| Drive 0 |
| Electronics 0 |
| Language (Vilani (1st Imperium)) 1 |
| Language (Zdetl (Zhodani)) 1 |
| Persuade 1 |
| Profession (Belter) 1 |
| Recon 0 |
| Science (Chemistry) 2 |
| Science (Economics) 1 |
| Science (Psionicology) 1 |
| Science (Xenology) 1 |
| Stealth 0 |
| Streetwise 1 |
| Survival 0 |
| Vacc Suit 0 |
|
|
| Career | Assignment | Title | Rank | Terms |
| Drifter |
Wanderer |
|
1 |
2 |
| Scholar |
Scientist |
|
1 |
6 |
| Merchant |
Merchant Marine |
Crewman |
0 |
1 |
|
| Term | History |
| 1 | Became a Wanderer at age 18 |
| 1 | Spend time with an alien race. Gain a contact. |
| 2 | Continued as Wanderer at age 22 |
| 2 | Offered job by a patron. Now owe him a favor. |
| 2 | Promoted to rank 1 |
| 3 | Became a Scientist at age 26 |
| 3 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 4 | Continued as Scientist at age 30 |
| 4 | Entangled in a bureaucratic or legal morass that distracts you from your work. |
| 5 | Continued as Scientist at age 34 |
| 5 | Moved to a new world. |
| 5 | Promoted to rank 1 |
| 6 | Continued as Scientist at age 38 |
| 6 | Make a breakthrough in your field. |
| 7 | Continued as Scientist at age 42 |
| 7 | Win a prestigious prize for your work. |
| 8 | Continued as Scientist at age 46 |
| 8 | Work for an eccentric but brilliant mentor, who becomes an Ally. |
| 8 | Forced to muster out. |
| 9 | Became a Merchant Marine at age 50 |
| 9 | Is now a Crewman |
| 9 | A series of bad deals and decisions force you into bankruptcy. You salvage what you can. |