Able Spacehand Finis Shorten permalink

Age Sex Str Dex End Int Edu Soc
53 M 1 (-2) 3 (-1) 1 (-2) 9 (1) 7 (0) 4 (-1)
Guilty, Prudent
 
Skills
Athletics (Strength) 1
Deception 1
Drive 0
Flyer 0
Gun Combat 0
Gunner (Screen) 1
Investigate 0
Mechanic 2
Recon 0
Streetwise 0
Survival 0
CareerAssignmentTitleRankTerms
Agent Corporate Agent 0 1
Scout Courier 0 2
Drifter Scavenger 0 1
Navy Engineer/Gunner Able Spacehand 1 3
Entertainer Journalist 0 1
 
TermHistory
1Became a Corporate Agent at age 18
1Scarred. Owe 2,500 for medical bills.
2Became a Courier at age 22
2Your scout ship is one of the first on the scene to rescue the survivors of a disaster but you fail to help. Gain an Enemy.
2Scarred. Fully recovered. Owe 5,000 for medical bills.
3Continued as Courier at age 26
3You have no idea what happened to you – they found your ship drifting on the fringes of friendly space.
4Became a Scavenger at age 30
4Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy.
5Became a Engineer/Gunner at age 34
5Is now a Crewman
5Placed in the frozen watch (cryogenically stored on board ship) and revived improperly.
6Became a Journalist at age 38
6Lost eye or limb. Fully recovered. Owe 2,500 for medical bills.
7Returned to Engineer/Gunner at age 42
7Special assignment or duty on board ship.
7Promoted to Engineer/Gunner rank 1
7Is now a Able Spacehand
8Continued as Engineer/Gunner at age 46
8You join a gambling circle on board.
9Aging Crisis. Owe 50,000 for medical bills.