Able Spacehand Anita Taylor permalink

Age Sex Str Dex End Int Edu Soc
55 F 5 (-1) 3 (-1) 1 (-2) 6 (0) 3 (-1) 7 (0)
Creepy, Mercurial, Risk-Taking
 
Skills
Admin 0
Advocate 1
Athletics 0
Diplomat 1
Drive 0
Electronics (Computer) 1
Flyer 0
Gambler 1
Gun Combat 0
Gun Combat 1
Investigate 0
Language 0
Leadership 1
Mechanic 1
Recon 0
Streetwise 0
CareerAssignmentTitleRankTerms
Agent Intelligence 0 1
Citizen Colonist 0 1
Navy Line/Crew Crewman 0 2
Navy Engineer/Gunner Able Spacehand 1 3
Citizen Corporate 1 2
 
TermHistory
1Became a Intelligence at age 18
1Your work ends up coming home with you, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls.
2Became a Colonist at age 22
2Nearly killed. Fully recovered. Owe 20,000 for medical bills.
3Became a Line/Crew at age 26
3Is now a Crewman
3Abuse your position for profit
4Continued as Line/Crew at age 30
4Advanced training in a specialist field
5Voluntarily left Line/Crew
5Switched to Engineer/Gunner at age 34
5Victim of a crime
6Continued as Engineer/Gunner at age 38
6You join a gambling circle on board.
6Promoted to Engineer/Gunner rank 1
6Is now a Able Spacehand
7Continued as Engineer/Gunner at age 42
7During a battle, defeat or victory depends on your actions. You actions lead to an honorabe discharge.
8Switched to Corporate at age 46
8Political upheaval strikes your homeworld, and you are caught up in the revolution.
9Continued as Corporate at age 50
9You befriend a superior in the corporation or the colony.
9Promoted to rank 1
10Aging Crisis. Owe 10,000 for medical bills.