| Age |
Sex |
Str |
Dex |
End |
Int |
Edu |
Soc |
| 51 |
M |
3 (-1) |
4 (-1) |
5 (-1) |
13 (2) |
2 (-2) |
6 (0) |
| Terrified, Gregarious, Soft-Hearted |
| Skills |
| Athletics (Dexterity) 1 |
| Athletics (Endurance) 1 |
| Athletics (Strength) 1 |
| Deception 1 |
| Drive 0 |
| Gun Combat (Archaic) 1 |
| Gun Combat 2 |
| Mechanic 2 |
| Pilot (Small craft) 1 |
| Pilot (Small Craft) 1 |
| Streetwise 2 |
| Vacc Suit 2 |
|
|
| Career | Assignment | Title | Rank | Terms |
| Navy |
Flight |
Crewman |
0 |
2 |
| Scout |
Surveyor |
Scout |
1 |
3 |
| Navy |
Line/Crew |
|
0 |
3 |
|
| Term | History |
| 1 | Became a Flight at age 18 |
| 1 | Is now a Crewman |
| 1 | Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
| 2 | Became a Surveyor at age 22 |
| 2 | Spend several years jumping from world to world in your scout ship. |
| 2 | Promoted to rank 1 |
| 2 | Is now a Scout |
| 3 | Continued as Surveyor at age 26 |
| 3 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 4 | Voluntarily left Surveyor |
| 4 | Switched to Line/Crew at age 30 |
| 4 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 5 | Continued as Line/Crew at age 34 |
| 5 | You join a gambling circle on board. |
| 5 | Forced to muster out. |
| 6 | Returned to Flight at age 38 |
| 6 | You are tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival. |
| 7 | Returned to Surveyor at age 42 |
| 7 | Psychologically damaged by your time in the scouts. |
| 8 | Returned to Line/Crew at age 46 |
| 8 | Advanced training in a specialist field |