Crewman Jorge Moore permalink

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
CareerAssignmentTitleRankTerms
Navy Line/Crew Crewman 0 2
Drifter Wanderer 2 3
Citizen Colonist 1 3
Merchant Merchant Marine Crewman 0 1
 
TermHistory
1Became a Line/Crew at age 18
1Is now a Crewman
1Vessel participates in a diplomatic mission.
1Gain a contact.
1Attempt at commissioned failed.
2Continued as Line/Crew at age 22
2You are tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival.
3Became a Wanderer at age 26
3Find an Alien Artifact.
3Promoted to rank 1
4Continued as Wanderer at age 30
4Encounter a Psionic institute.
4Tested for psionic powers
5Continued as Wanderer at age 34
5Promoted to rank 2
6Voluntarily left Wanderer
6Became a Colonist at age 38
6Your business expands, your corporation grows, or the colony thrives.
7Continued as Colonist at age 42
7Political upheaval strikes your homeworld, and you are caught up in the revolution.
7Promoted to rank 1
8Continued as Colonist at age 46
8A revolution, attack or other unusual event throws your life into chaos, forcing you to leave the planet.
9Became a Merchant Marine at age 50