| Age |
Sex |
Str |
Dex |
End |
Int |
Edu |
Soc |
| 41 |
M |
4 (-1) |
6 (0) |
7 (0) |
3 (-1) |
11 (1) |
6 (0) |
| Trustworthy |
| Skills |
| Animals (Training) 1 |
| Athletics (Dexterity) 1 |
| Broker 0 |
| Deception 1 |
| Drive 0 |
| Electronics (Computers) 1 |
| Flyer 0 |
| Investigate 1 |
| Persuade 0 |
| Profession 0 |
| Steward 0 |
| Streetwise 0 |
| Vacc Suit 0 |
|
|
| Career | Assignment | Title | Rank | Terms |
| Merchant |
Merchant Marine |
Crewman |
0 |
2 |
| Agent |
Corporate Agent |
Agent |
1 |
1 |
| Drifter |
Wanderer |
|
0 |
1 |
| Agent |
Intelligence |
|
0 |
1 |
|
| Term | History |
| 1 | Became a Merchant Marine at age 18 |
| 1 | Is now a Crewman |
| 1 | Make an unexpected connection outside your normal circles. Gain a Contact. |
| 2 | Continued as Merchant Marine at age 22 |
| 2 | Embroiled in legal trouble. |
| 2 | Forced to muster out. |
| 3 | Became a Corporate Agent at age 26 |
| 3 | Established a network of contacts. Gain 2 contacts. |
| 3 | Promoted to rank 1 |
| 3 | Is now a Agent |
| 4 | Voluntarily left Corporate Agent |
| 4 | Became a Wanderer at age 30 |
| 4 | run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
| 5 | Switched to Intelligence at age 34 |
| 5 | Refused a deal with criminal or other figure under investigation. Gain an Enemy |