Crewman Patrick Lamb permalink

Age Sex Str Dex End Int Edu Soc
64 M 1 (-2) 8 (0) 3 (-1) 2 (-2) 4 (-1) 5 (-1)
Suspicious, Taciturn, Intolerant
 
Skills
Animals (Veterinary) 1
Athletics (Endurance) 1
Carouse 1
Deception 1
Electronics (Sensors) 1
Flyer 0
Jack-of-All-Trades 1
Mechanic 1
Melee 0
Pilot (Spacecraft) 1
Profession (Civil Engineering) 1
Seafarer 0
Stealth 0
Steward 0
Streetwise 1
Survival 0
CareerAssignmentTitleRankTerms
Drifter Barbarian 0 4
Navy Engineer/Gunner Crewman 0 3
Merchant Free Trader 0 1
Drifter Scavenger 0 2
Retired 0 1
 
TermHistory
1Became a Barbarian at age 18
1Moved to a new world.
2Continued as Barbarian at age 22
3Continued as Barbarian at age 26
3Nearly killed. Fully recovered. Owe 50,000 for medical bills.
4Became a Engineer/Gunner at age 30
4Is now a Crewman
4You join a gambling circle on board.
5Continued as Engineer/Gunner at age 34
5Vessel participates in a diplomatic mission.
5Gain a contact.
6Continued as Engineer/Gunner 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.
7Returned to Barbarian at age 42
7Scarred. Owe 5,000 for medical bills.
8Became a Free Trader at age 46
8Befriend a useful ally in one sphere. Gain an Ally.
9Voluntarily left Free Trader
9Switched to Scavenger at age 50
9Find valuable salvage.
10Continued as Scavenger at age 54
10run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy.
11Aging Crisis. Owe 60,000 for medical bills.
11Retired at age 58
11Moved to a new world.
12Aging Crisis. Owe 30,000 for medical bills.