Crewman Dixie Atkins permalink

Age Sex Str Dex End Int Edu Soc
65 F 1 (-2) 2 (-2) 1 (-2) 4 (-1) 3 (-1) 7 (0)
Reserved, Resolute, Worried
 
Skills
Animals 0
Art 0
Broker 1
Carouse 0
Deception 0
Drive (Mole) 1
Electronics (Comms) 1
Gun Combat (Archaic) 1
Gun Combat 1
Jack-of-All-Trades 1
Mechanic 0
Melee (Unarmed) 1
Persuade 1
Recon 1
Stealth 1
Steward 0
Streetwise 1
Survival 1
CareerAssignmentTitleRankTerms
Entertainer Journalist 0 2
Entertainer Performer 0 1
Citizen Colonist 0 1
Navy Engineer/Gunner Crewman 0 1
Rogue Thief 1 2
Prisoner Fixer 0 2
Prisoner Inmate 0 2
 
TermHistory
1Became a Journalist at age 18
1Go on a tour of the sector, visiting several worlds. Gain 2 Contacts.
2Continued as Journalist at age 22
2An investigation, tour, project or expedition goes wrong, stranding you far from home.
3Switched to Performer at age 26
3Public opinion turns on you.
4Became a Colonist at age 30
4Advanced training in a specialist field.
5Voluntarily left Colonist
5Became a Engineer/Gunner at age 34
5Is now a Crewman
5You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy.
6Voluntarily left Engineer/Gunner
6Became a Thief at age 38
6You spend months in the dangerous criminal underworld.
6Promoted to rank 1
7Continued as Thief at age 42
7Arrested
8Became a Fixer at age 46
8Disgraced. Word of your criminal past reaches your homeworld.
9Continued as Fixer at age 50
9Disgraced. Word of your criminal past reaches your homeworld.
10Switched to Inmate at age 54
10Lost eye or limb. Fully recovered. Owe 10,000 for medical bills.
11Continued as Inmate at age 58
11A guard takes a dislike to you.
12Aging Crisis. Owe 30,000 for medical bills.