Settler Jerry Clark permalink

Age Sex Str Dex End Int Edu Soc
60 M 5 (-1) 4 (-1) 1 (-2) 11 (1) 4 (-1) 4 (-1)
Rambunctious, Upbeat
 
Skills
Athletics (Dexterity) 2
Deception 2
Drive (Mole) 1
Drive (Track) 1
Electronics (Computers) 1
Explosives 1
Flyer 0
Gambler 1
Gun Combat 0
Gunner (Capital) 1
Investigate 1
Melee (Bludgeon) 1
Persuade 1
Recon 0
Science (Physics) 1
Stealth 1
Streetwise 2
Survival 1
CareerAssignmentTitleRankTerms
Agent Intelligence Agent 1 2
Scholar Scientist 1 2
Drifter Wanderer 1 2
Citizen Colonist Settler 2 3
Navy Line/Crew Crewman 0 1
 
TermHistory
1Became a Intelligence at age 18
1An investigation takes on a dangerous turn.
1Forced to continue current assignment
1Promoted to rank 1
1Is now a Agent
2Continued as Intelligence at age 22
2Advanced training in a specialist field.
3Voluntarily left Intelligence
3Became a Scientist at age 26
3Cheated in some fashion, advancing your career and research by stealing another’s work, using an alien device, taking a shortcut and so forth.
3Gain an Enemy
3Promoted to rank 1
4Continued as Scientist at age 30
4Lost eye or limb. Owe 2,500 for medical bills.
5Became a Wanderer at age 34
5Find valuable salvage.
5Promoted to rank 1
6Continued as Wanderer at age 38
6You do not know what happened to you. There is a gap in your memory.
7Became a Colonist at age 42
7Political upheaval strikes your homeworld, and you are caught up in the revolution.
7Promoted to rank 1
8Continued as Colonist at age 46
8Advanced training in a specialist field.
8Promoted to rank 2
8Is now a Settler
9Continued as Colonist at age 50
9Lost eye or limb. Fully recovered.
10Became a Line/Crew at age 54
10Is now a Crewman
10Refuse to abuse your position for profit