Crewman Jesus Miller permalink

Age Sex Str Dex End Int Edu Soc
53 M 2 (-2) 4 (-1) 1 (-2) 6 (0) 9 (1) 8 (0)
Intrepid
 
Skills
Art (Perform) 1
Athletics (Endurance) 1
Carouse 0
Deception 0
Drive 0
Electronics (Comms) 1
Gambler 1
Gunner (Capital) 1
Persuade 1
Profession (Biologicals) 2
Science (Archaeology) 1
Science (Genetics) 1
Science (Xenology) 1
Seafarer 0
Steward 1
Streetwise 1
Survival 1
CareerAssignmentTitleRankTerms
Entertainer Artist 2 3
Citizen Corporate 0 1
Scholar Field Researcher 1 3
Navy Flight Crewman 0 1
 
TermHistory
1Became a Artist at age 18
1Join homeworld’s celebrity circles
1Promoted to rank 1
2Continued as Artist at age 22
2One of your pieces of art is stolen, and the investigation brings you into the criminal underworld.
2Promoted to rank 2
3Continued as Artist at age 26
3Expose or are involved in a scandal of some sort.
4Became a Corporate at age 30
4Refused to co-operate with investigation by the planetary authorities. Gain an Ally
5Became a Field Researcher at age 34
5Work for an eccentric but brilliant mentor, who becomes an Ally.
5Promoted to rank 1
6Continued as Field Researcher at age 38
6Make a breakthrough in your field.
7Continued as Field Researcher at age 42
7An expedition or voyage goes wrong, leaving you stranded in the wilderness.
8Became a Flight at age 46
8Is now a Crewman
8You join a gambling circle on board.
9Aging Crisis. Owe 40,000 for medical bills.