Jerry Fletcher permalink

Age Sex Str Dex End Int Edu Soc
52 M 12 (2) 5 (-1) 5 (-1) 7 (0) 7 (0) 2 (-2)
Nasty
 
Skills
Admin 0
Animals 0
Art 0
Astrogation 0
Carouse 0
Deception 0
Drive 0
Jack-of-All-Trades 1
Mechanic 2
Persuade 0
Pilot (Capital Ships) 1
Science 0
Steward 1
Survival 1
Vacc Suit 0
CareerAssignmentTitleRankTerms
Entertainer Journalist 0 1
Scout Explorer 0 1
Citizen Corporate 1 2
Scout Courier 0 4
 
TermHistory
1Became a Journalist at age 18
1An investigation, tour, project or expedition goes wrong, stranding you far from home.
2Became a Explorer at age 22
2Lost eye or limb. Fully recovered. Owe 10,000 for medical bills.
3Became a Corporate at age 26
3Your business expands, your corporation grows, or the colony thrives.
3Promoted to rank 1
4Continued as Corporate at age 30
4Co-operate with investigation by the planetary authorities. The business or colony is shut down.
5Switched to Courier at age 34
5Your 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.
5You have no idea what happened to you – they found your ship drifting on the fringes of friendly space.
6Continued as Courier at age 38
6Spend several years jumping from world to world in your scout ship.
7Continued as Courier at age 42
7Perform an exemplary service for the scouts.
8Continued as Courier at age 46
8Your 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.
8Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base.
8Gain 5 Contacts. Gain 3 Enemies.