Crewman Philip Miller permalink

Age Sex Str Dex End Int Edu Soc
52 M 6 (0) 6 (0) 3 (-1) 8 (0) 5 (-1) 7 (0)
Cheerful
 
Skills
Admin 2
Diplomat 1
Drive 0
Electronics (Comms) 1
Electronics (Remote Ops) 1
Engineer (J-drive) 1
Engineer (M-drive) 1
Investigate 0
Medic 0
Pilot (Small Craft) 1
Science (Psychology) 1
Stealth 0
Survival 0
CareerAssignmentTitleRankTerms
Scholar Scientist 1 6
Rogue Enforcer 0 1
Navy Flight Crewman 0 1
 
TermHistory
1Became a Scientist at age 18
1Win a prestigious prize for your work.
2Continued as Scientist at age 22
2Nearly killed. Fully recovered. Owe 45,000 for medical bills.
3Continued as Scientist at age 26
3Entangled in a bureaucratic or legal morass that distracts you from your work.
4Continued as Scientist at age 30
4Good fortune
5Continued as Scientist at age 34
5Cheated in some fashion, advancing your career and research by stealing another’s work, using an alien device, taking a shortcut and so forth.
5Gain an Enemy
5Promoted to rank 1
6Continued as Scientist at age 38
6Win a prestigious prize for your work.
6Forced to muster out.
7Became a Enforcer at age 42
7A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy.
8Became a Flight at age 46
8Is now a Crewman
8During a battle, defeat or victory depends on your actions. You actions lead to an honorabe discharge.