Crewman Carmela James permalink

Age Sex Str Dex End Int Edu Soc Psi
56 F 2 (-2) 3 (-1) 6 (0) 6 (0) 9 (1) 9 (1) 8 (0)
Indiscriminate, Awkward
 
Skills
Astrogation 0
Diplomat 1
Electronics (Comms) 1
Electronics (Computers) 1
Gun Combat 0
Mechanic 1
Melee (Unarmed) 1
Persuade 1
Pilot (Capital Ships) 1
Profession 0
Science (Cybernetics) 1
Science (Psionicology) 1
Survival 1
Vacc Suit 1
CareerAssignmentTitleRankTerms
Drifter Scavenger 0 3
Merchant Merchant Marine Crewman 0 2
Scholar Field Researcher 2 4
 
TermHistory
1Became a Scavenger at age 18
1Encounter a Psionic institute.
1Tested for psionic powers
2Continued as Scavenger at age 22
2Find valuable salvage.
3Continued as Scavenger at age 26
3Severely injured. Fully recovered. Owe 20,000 for medical bills.
4Became a Merchant Marine at age 30
4Is now a Crewman
4Make an unexpected connection outside your normal circles. Gain a Contact.
5Continued as Merchant Marine at age 34
5A sudden war destroys your trade routes and contacts, forcing you to flee that region of space.
5Gain rebels as Enemy
6Became a Field Researcher at age 38
6Your work is sabotaged by unknown parties. You start again from scratch.
7Continued as Field Researcher at age 42
7Entangled in a bureaucratic or legal morass that distracts you from your work.
7Promoted to rank 1
8Continued as Field Researcher at age 46
8Work for an eccentric but brilliant mentor, who becomes an Ally.
8Promoted to rank 2
9Continued as Field Researcher at age 50
9Advanced training in a specialist field.
9Forced to muster out.