Settler Wilmer Carson
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| Age |
Sex |
Str |
Dex |
End |
Int |
Edu |
Soc |
| 36 |
M |
7 (0) |
5 (-1) |
5 (-1) |
7 (0) |
8 (0) |
6 (0) |
| Honest, Undesirable, Prim |
| Skills |
| Admin 0 |
| Animals (Handling) 1 |
| Athletics 0 |
| Broker 0 |
| Drive (Hovercraft) 1 |
| Electronics 0 |
| Explosives 1 |
| Jack-of-all-Trades 1 |
| Jack-of-All-Trades 1 |
| Persuade 0 |
| Recon 0 |
| Seafarer 0 |
| Steward 1 |
| Survival 1 |
| Vacc Suit 0 |
|
|
| Career | Assignment | Title | Rank | Terms |
| Merchant |
Merchant Marine |
Crewman |
0 |
2 |
| Citizen |
Colonist |
Settler |
2 |
2 |
|
| Term | History |
| 1 | Became a Merchant Marine at age 18 |
| 1 | Is now a Crewman |
| 2 | Continued as Merchant Marine at age 22 |
| 2 | A series of bad deals and decisions force you into bankruptcy. You salvage what you can. |
| 3 | Became a Colonist at age 26 |
| 3 | Political upheaval strikes your homeworld, and you are caught up in the revolution. |
| 3 | Promoted to rank 1 |
| 4 | Continued as Colonist at age 30 |
| 4 | You learn something you should not have – a corporate secret, a political scandal – which you can profit from illegally. |
| 4 | Gain a criminal contact. |
| 4 | Promoted to rank 2 |
| 4 | Is now a Settler |