Crewman Herbert Head
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| 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 |
|
|
| Career | Assignment | Title | Rank | Terms |
| 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 |
|
| Term | History |
| 1 | Became a Line/Crew at age 18 |
| 1 | Is now a Crewman |
| 1 | Vessel participates in a diplomatic mission. |
| 1 | Gain a contact. |
| 1 | Attempt at commissioned failed. |
| 2 | Continued as Line/Crew at age 22 |
| 2 | Refuse to abuse your position for profit |
| 3 | Continued as Line/Crew at age 26 |
| 3 | Advanced training in a specialist field |
| 4 | Voluntarily left Line/Crew |
| 4 | Became a Intelligence at age 30 |
| 4 | Accepted a deal with criminal or other figure under investigation. |
| 5 | Became a Explorer at age 34 |
| 5 | Psychologically damaged by your time in the scouts. |
| 6 | Became a Free Trader at age 38 |
| 6 | Nearly killed. Owe 8,750 for medical bills. |
| 7 | Became a Wanderer at age 42 |
| 7 | run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
| 8 | Became a Artist at age 46 |
| 8 | An investigation, tour, project or expedition goes wrong, stranding you far from home. |
| 9 | Returned to Wanderer at age 50 |
| 9 | run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
| 10 | Switched to Scavenger at age 54 |
| 11 | Aging Crisis. Owe 40,000 for medical bills. |