Henchman Jeremiah Phillips permalink

Age Sex Str Dex End Int Edu Soc
60 M 3 (-1) 6 (0) 3 (-1) 9 (1) 9 (1) 5 (-1)
Secretive
 
Skills
Admin 2
Art 0
Astrogation 1
Broker 2
Carouse 1
Electronics (Computers) 1
Flyer 0
Gambler 1
Gun Combat 0
Investigate 0
Mechanic 0
Medic 1
Pilot (Spacecraft) 1
Science (History) 1
Stealth 1
Survival 0
Vacc Suit 0
CareerAssignmentTitleRankTerms
Scout Courier 0 1
Merchant Broker 1 4
Rogue Pirate Henchman 1 3
Scholar Scientist 2 2
 
TermHistory
1Became a Courier at age 18
1Your scout ship is one of the first on the scene to rescue the survivors of a disaster but you fail to help. Gain an Enemy.
1You have no idea what happened to you – they found your ship drifting on the fringes of friendly space.
2Voluntarily left Courier
2Became a Broker at age 22
2Good fortune
3Continued as Broker at age 26
3Given advanced training in a specialist field
3Promoted to rank 1
4Continued as Broker at age 30
4Befriend a useful ally in one sphere. Gain an Ally.
5Continued as Broker at age 34
5Severely injured. Fully recovered. Owe 5,000 for medical bills.
6Became a Pirate at age 38
6Is now a Lackey
6Arrested and charged.
6Hired a lawyer to beat the charges.
7Continued as Pirate at age 42
7Refuse to backstab a fellow rogue for personal gain. Gain an Ally
7Promoted to rank 1
7Is now a Henchman
8Continued as Pirate at age 46
8A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy.
9Became a Scientist at age 50
9Work leads to a considerable breakthrough.
9Promoted to rank 1
10Continued as Scientist at age 54
10Make a breakthrough in your field.
10Promoted to rank 2