Able Spacehand Luther Kirkham permalink

Age Sex Str Dex End Int Edu Soc
47 M 6 (0) 5 (-1) 3 (-1) 5 (-1) 6 (0) 6 (0)
Reasonable
 
Skills
Athletics (Endurance) 1
Athletics (Strength) 1
Deception 0
Drive 0
Electronics 0
Gun Combat 0
Gun Combat 1
Mechanic 1
Melee (Blade) 2
Recon 0
Science 0
Stealth 1
Streetwise 0
CareerAssignmentTitleRankTerms
Rogue Enforcer 0 2
Navy Line/Crew Able Spacehand 1 2
Drifter Wanderer 0 1
Navy Flight 1 1
Navy Engineer/Gunner 1 1
 
TermHistory
1Became a Enforcer at age 18
1You spend months in the dangerous criminal underworld.
2Continued as Enforcer at age 22
2A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy.
3Became a Line/Crew at age 26
3Is now a Crewman
3Nearly killed. Fully recovered. Owe 8,750 for medical bills.
4Became a Wanderer at age 30
4Suffer from a life-threatening illness.
5Returned to Line/Crew at age 34
5You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy.
5Promoted to Line/Crew rank 1
5Is now a Able Spacehand
6Voluntarily left Line/Crew
6Switched to Flight at age 38
6During a battle, defeat or victory depends on your actions. The ship suffers severe damage and you are blamed for the disaster. You are court - martialled and discharged.
7Switched to Engineer/Gunner at age 42
7Vessel participates in a diplomatic mission.
7Gain a contact.