Crewman Douglas Walker permalink

Age Sex Str Dex End Int Edu Soc
65 M 1 (-2) 2 (-2) 1 (-2) 7 (0) 10 (1) 5 (-1)
Unenthusiastic
 
Skills
Athletics (Dexterity) 1
Deception 0
Drive (Mole) 1
Drive (Track) 1
Electronics (Computers) 1
Flyer 0
Investigate 1
Mechanic 0
Medic 2
Recon 0
Science (Chemistry) 1
Science (Cybernetics) 1
Science (Physics) 1
Science (Xenology) 1
Stealth 0
Streetwise 0
Survival 0
Vacc Suit 0
CareerAssignmentTitleRankTerms
Drifter Wanderer 0 2
Navy Engineer/Gunner Crewman 0 1
Scholar Physician 3 4
Citizen Colonist 0 1
Agent Corporate Agent 0 1
Retired 0 2
 
TermHistory
1Became a Wanderer at age 18
1A romantic relationship deepens, possibly leading to marriage. Gain an Ally.
2Continued as Wanderer at age 22
2Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy.
3Became a Engineer/Gunner at age 26
3Is now a Crewman
3You are tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival.
4Became a Physician at age 30
4Make a breakthrough in your field.
4Promoted to rank 1
5Continued as Physician at age 34
5Work for an eccentric but brilliant mentor, who becomes an Ally.
5Promoted to rank 2
6Continued as Physician at age 38
6Win a prestigious prize for your work.
7Continued as Physician at age 42
7Advanced training in a specialist field.
7Promoted to rank 3
8Voluntarily left Physician
8Became a Colonist at age 46
8Life ruined by a criminal gang. Gain the gang as an Enemy
9Became a Corporate Agent at age 50
9Your work ends up coming home with you, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls.
10Aging Crisis. Owe 60,000 for medical bills.
10Retired at age 54
10A romantic relationship ends badly. Gain a Rival or Enemy.
11Aging Crisis. Owe 20,000 for medical bills.
11A romantic relationship ends badly. Gain a Rival or Enemy.
12Aging Crisis. Owe 30,000 for medical bills.