Agent Lettie McDermot permalink

Age Sex Str Dex End Int Edu Soc
57 F 1 (-2) 1 (-2) 1 (-2) 7 (0) 7 (0) 6 (0)
Surly, Reliable
 
Skills
Art 0
Athletics (Dexterity) 1
Carouse 0
Deception 1
Drive 0
Flyer (Grav) 1
Gun Combat 0
Gunner (Turret) 2
Investigate 1
Persuade 0
Seafarer 0
Stealth 1
Steward 0
Vacc Suit 0
CareerAssignmentTitleRankTerms
Entertainer Journalist 0 1
Merchant Merchant Marine Crewman 0 1
Agent Corporate Agent Agent 1 3
Scout Explorer 0 1
Navy Line/Crew Crewman 0 2
Retired 0 1
 
TermHistory
1Became a Journalist at age 18
1Expose or are involved in a scandal of some sort.
2Became a Merchant Marine at age 22
2Is now a Crewman
2Nearly killed. Fully recovered. Owe 25,000 for medical bills.
3Became a Corporate Agent at age 26
3Given specialist training in vehicles.
3Promoted to rank 1
3Is now a Agent
4Continued as Corporate Agent at age 30
4Given specialist training in vehicles.
5Continued as Corporate Agent at age 34
5Accepted a deal with criminal or other figure under investigation.
6Became a Explorer at age 38
6Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base.
6Gain 6 Contacts. Gain 1 Enemies.
7Became a Line/Crew at age 42
7Is now a Crewman
7A romantic relationship deepens, possibly leading to marriage. Gain an Ally.
8Continued as Line/Crew at age 46
8Placed in the frozen watch (cryogenically stored on board ship) and revived improperly.
9Aging Crisis. Owe 20,000 for medical bills.
9Retired at age 50
9A romantic relationship deepens, possibly leading to marriage. Gain an Ally.
10Aging Crisis. Owe 40,000 for medical bills.