Crewman Ellie Weakman
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| Age |
Sex |
Str |
Dex |
End |
Int |
Edu |
Soc |
| 43 |
F |
8 (0) |
4 (-1) |
8 (0) |
11 (1) |
2 (-2) |
6 (0) |
| Confident, Fabulous |
| Skills |
| Athletics (Strength) 1 |
| Deception 1 |
| Diplomat 0 |
| Electronics (Comms) 1 |
| Electronics (Computers) 1 |
| Engineer (J-drive) 1 |
| Gambler 1 |
| Gun Combat 0 |
| Gun Combat 1 |
| Gunner (Ortillery) 1 |
| Gunner (Screen) 1 |
| Heavy Weapons 0 |
| Navigation 1 |
| Persuade 1 |
| Pilot (Capital Ships) 2 |
| Science (Archaeology) 1 |
| Science (Robotics) 1 |
| Stealth 0 |
| Survival 0 |
| Tactics 0 |
| Vacc Suit 0 |
|
|
| Career | Assignment | Title | Rank | Terms |
| Navy |
Engineer/Gunner |
Crewman |
0 |
3 |
| Scholar |
Field Researcher |
|
2 |
3 |
| Education | Graduated |
| Marine Academy |
Failed |
|
| Term | History |
| 1 | Became a Engineer/Gunner at age 18 |
| 1 | Is now a Crewman |
| 1 | You join a gambling circle on board. |
| 2 | Continued as Engineer/Gunner at age 22 |
| 2 | Vessel participates in a notable military engagement. |
| 2 | Forced to muster out. |
| 3 | Entered Marine Academy at age 26 |
| 3 | Made lifelong friends. Gain 1 Allies. |
| 3 | Dropped out of military academy. |
| 4 | Continued as Engineer/Gunner at age 26 |
| 4 | You join a gambling circle on board. |
| 4 | Forced to muster out. |
| 5 | Became a Field Researcher at age 30 |
| 5 | Entangled in a bureaucratic or legal morass that distracts you from your work. |
| 5 | Promoted to rank 1 |
| 6 | Continued as Field Researcher at age 34 |
| 6 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 6 | Promoted to rank 2 |
| 7 | Continued as Field Researcher at age 38 |
| 7 | A disaster leaves several injured, and others blame you, forcing you to leave your career. Gain a Rival. |
| 7 | Scarred. Fully recovered. |