Crewman John Knight permalink

Age Sex Str Dex End Int Edu Soc
56 M 1 (-2) 4 (-1) 4 (-1) 2 (-2) 5 (-1) 11 (1)
Young
 
Skills
Animals 0
Broker 0
Diplomat 1
Drive 0
Electronics 0
Gambler 1
Medic 1
Persuade 1
Science (Chemistry) 1
Science (Linguistics) 1
Science (Xenology) 2
Stealth 1
Steward 0
Vacc Suit 0
CareerAssignmentTitleRankTerms
Merchant Merchant Marine Crewman 0 1
Scholar Scientist 0 5
Rogue Thief 1 1
Retired 0 2
 
TermHistory
1Became a Merchant Marine at age 18
1Is now a Crewman
1Your ship or starport is destroyed by criminals. Gain them as an Enemy.
2Became a Scientist at age 22
2Win a prestigious prize for your work.
3Continued as Scientist at age 26
3Agreed to perform research that goes against your conscience. Gain 3 Enemies.
4Continued as Scientist at age 30
4Entangled in a bureaucratic or legal morass that distracts you from your work.
5Continued as Scientist at age 34
5Make a breakthrough in your field.
6Continued as Scientist at age 38
6Advanced training in a specialist field.
6Forced to muster out.
7Became a Thief at age 42
7A crime lord considers you his protégé.
7Promoted to rank 1
8Aging Crisis. Owe 40,000 for medical bills.
8Voluntarily left Thief
8Retired at age 46
8A romantic relationship deepens, possibly leading to marriage. Gain an Ally.
9Aging Crisis. Owe 10,000 for medical bills.
9Betrayal. Convert an Ally into a Rival or Enemy.