Crewman Anita Risewell permalink

Age Sex Str Dex End Int Edu Soc Psi
55 F 6 (0) 8 (0) 1 (-2) 5 (-1) 5 (-1) 6 (0) None
Boring
 
Skills
Art (Holography) 1
Athletics (Strength) 1
Carouse 1
Deception 2
Drive 0
Gambler 1
Gun Combat (Energy) 1
Jack-of-all-Trades 1
Profession (Hydroponics) 1
Recon 0
Science (Economics) 1
Seafarer 0
Stealth 0
Steward 1
Streetwise 0
CareerAssignmentTitleRankTerms
Rogue Enforcer 0 2
Entertainer Artist 1 3
Navy Line/Crew Crewman 0 2
Entertainer Journalist 0 1
 
EducationGraduated
University Failed
 
TermHistory
1Entered University at age 18
1Betrayal. Convert an Ally into a Rival or Enemy.
1Dropped out of university.
2Became a Enforcer at age 22
2A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy.
3Became a Artist at age 26
3Expose or are involved in a scandal of some sort.
4Returned to Enforcer 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 Line/Crew at age 34
5Is now a Crewman
5You join a gambling circle on board.
6Continued as Line/Crew at age 38
6During a battle, defeat or victory depends on your actions. The ship suffers severe damage and you are blamed for the disaster. You are court - martialled and discharged.
7Returned to Artist at age 42
7Spend time with an alien race. Gain a contact.
7Promoted to rank 1
8Continued as Artist at age 46
8Encounter a Psionic institute.
8Tested for psionic powers
8Forced to muster out.
9Switched to Journalist at age 50
9Join homeworld’s celebrity circles
9Forced to muster out.
10Aging Crisis. Owe 20,000 for medical bills.