Settler Merle Carr permalink

Age Sex Str Dex End Int Edu Soc Psi
61 F 3 (-1) 3 (-1) 3 (-1) 7 (0) 2 (-2) 3 (-1) 4 (-1)
Xenophobic
 
Skills
Animals (Veterinary) 1
Athletics (Strength) 1
Diplomat 0
Drive 0
Electronics (Comms) 1
Explosives 1
Jack-of-all-Trades 1
Melee (Blade) 1
Melee (Unarmed) 2
Profession 0
Recon 0
Stealth 2
Steward 2
Streetwise 2
Survival 2
Telekinesis 0
Telepathy 0
Vacc Suit 0
CareerAssignmentTitleRankTerms
Citizen Colonist Settler 3 4
Citizen Corporate 1 2
Drifter Barbarian Warrior 2 4
 
TermHistory
1Became a Colonist at age 18
1You gain experience in a technical field as a computer operator or surveyor.
1Promoted to rank 1
2Continued as Colonist at age 22
2Political upheaval strikes your homeworld, and you are caught up in the revolution.
2Promoted to rank 2
2Is now a Settler
3Continued as Colonist at age 26
3You learn something you should not have – a corporate secret, a political scandal – which you can profit from illegally.
3Gain a criminal contact.
3Promoted to rank 3
4Continued as Colonist at age 30
4Co-operate with investigation by the planetary authorities. The business or colony is shut down.
5Switched to Corporate at age 34
5You befriend a superior in the corporation or the colony.
5Promoted to rank 1
6Continued as Corporate at age 38
6Life ruined by a criminal gang. Gain the gang as an Enemy
7Became a Barbarian at age 42
7Encounter a Psionic institute.
7Tested for psionic powers
7Promoted to rank 1
8Continued as Barbarian at age 46
8Contact with Government.
8Promoted to rank 2
8Is now a Warrior
9Continued as Barbarian at age 50
9A new romantic starts. Gain an Ally.
10Continued as Barbarian at age 54
10run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy.