Crewman Herbert Head permalink

Age Sex Str Dex End Int Edu Soc
59 M 1 (-2) 2 (-2) 1 (-2) 2 (-2) 2 (-2) 5 (-1)
Vague, Repulsive
 
Skills
Art 0
Astrogation 1
Athletics (Dexterity) 2
Electronics 0
Flyer (Grav) 1
Gun Combat 0
Gun Combat 3
Investigate 0
Mechanic 1
Profession (Hydroponics) 2
Streetwise 0
Survival 1
Vacc Suit 1
CareerAssignmentTitleRankTerms
Navy Line/Crew Crewman 0 3
Agent Intelligence 0 1
Scout Explorer 0 1
Merchant Free Trader 0 1
Drifter Wanderer 0 2
Entertainer Artist 0 1
Drifter Scavenger 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
2Refuse to abuse your position for profit
3Continued as Line/Crew at age 26
3Advanced training in a specialist field
4Voluntarily left Line/Crew
4Became a Intelligence at age 30
4Accepted a deal with criminal or other figure under investigation.
5Became a Explorer at age 34
5Psychologically damaged by your time in the scouts.
6Became a Free Trader at age 38
6Nearly killed. Owe 8,750 for medical bills.
7Became a Wanderer at age 42
7run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy.
8Became a Artist at age 46
8An investigation, tour, project or expedition goes wrong, stranding you far from home.
9Returned to Wanderer at age 50
9run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy.
10Switched to Scavenger at age 54
11Aging Crisis. Owe 40,000 for medical bills.