Crewman Jorge Moore
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| Age |
Sex |
Str |
Dex |
End |
Int |
Edu |
Soc |
Psi |
| 55 |
M |
6 (0) |
1 (-2) |
7 (0) |
7 (0) |
8 (0) |
5 (-1) |
4 (-1) |
| Static, Fair, Neurotic |
| Skills |
| Advocate 1 |
| Art 0 |
| Athletics 1 |
| Athletics (Strength) 1 |
| Awareness 0 |
| Carouse 1 |
| Deception 1 |
| Drive (Walker) 1 |
| Drive (Wheel) 1 |
| Electronics 0 |
| Gun Combat 2 |
| Gunner (Capital) 1 |
| Profession (Polymers) 1 |
| Recon 0 |
| Seafarer 0 |
| Stealth 1 |
| Streetwise 3 |
| Telepathy 0 |
| Vacc Suit 3 |
|
|
| Career | Assignment | Title | Rank | Terms |
| Navy |
Line/Crew |
Crewman |
0 |
2 |
| Drifter |
Wanderer |
|
2 |
3 |
| Citizen |
Colonist |
|
1 |
3 |
| Merchant |
Merchant Marine |
Crewman |
0 |
1 |
|
| Term | History |
| 1 | Became a Line/Crew at age 18 |
| 1 | Is now a Crewman |
| 1 | Vessel participates in a diplomatic mission. |
| 1 | Gain a contact. |
| 1 | Attempt at commissioned failed. |
| 2 | Continued as Line/Crew at age 22 |
| 2 | You are tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival. |
| 3 | Became a Wanderer at age 26 |
| 3 | Find an Alien Artifact. |
| 3 | Promoted to rank 1 |
| 4 | Continued as Wanderer at age 30 |
| 4 | Encounter a Psionic institute. |
| 4 | Tested for psionic powers |
| 5 | Continued as Wanderer at age 34 |
| 5 | Promoted to rank 2 |
| 6 | Voluntarily left Wanderer |
| 6 | Became a Colonist at age 38 |
| 6 | Your business expands, your corporation grows, or the colony thrives. |
| 7 | Continued as Colonist at age 42 |
| 7 | Political upheaval strikes your homeworld, and you are caught up in the revolution. |
| 7 | Promoted to rank 1 |
| 8 | Continued as Colonist at age 46 |
| 8 | A revolution, attack or other unusual event throws your life into chaos, forcing you to leave the planet. |
| 9 | Became a Merchant Marine at age 50 |