Lieutenant Terry Foster permalink

Age Sex Str Dex End Int Edu Soc
81 1 (-2) 1 (-2) 1 (-2) 3 (-1) 3 (-1) 11 (1)
Lying
 
Skills
Athletics (Strength) 1
Deception 1
Flyer (Airship) 1
Flyer (Wing) 1
Gambler 1
Gun Combat 0
Gun Combat 2
Gunner (Screen) 1
Investigate 1
Language 0
Leadership 1
Mechanic 2
Melee (Blade) 2
Pilot (Capital Ships) 1
Recon 1
Science 0
Vacc Suit 1
CareerAssignmentTitleRankTerms
Navy Engineer/Gunner Lieutenant 3 / 0 5
Agent Intelligence 0 1
Agent Corporate Agent Agent 1 3
Drifter Wanderer 0 1
Retired 0 5
 
TermHistory
1Became a Engineer/Gunner at age 18
1Is now a Crewman
1You are falsed accused for an accident that causes the death of several crew members. Gain the officer who blamed you as an Enemy.
2Became a Intelligence at age 22
2Accepted a deal with criminal or other figure under investigation.
3Returned to Engineer/Gunner at age 26
3Advanced training in a specialist field
3Commissioned in Navy/Engineer/Gunner
3Is now a Ensign
4Continued as Engineer/Gunner at age 30
4You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy.
4Promoted to Engineer/Gunner officer rank 2
4Is now a Sublieutenant
5Continued as Engineer/Gunner at age 34
5You join a gambling circle on board.
5Promoted to Engineer/Gunner officer rank 3
5Is now a Lieutenant
6Continued as Engineer/Gunner at age 38
6Scarred. Fully recovered.
7Switched to Corporate Agent at age 42
7Go undercover to investigate an enemy.
7Severely injured. Fully recovered. Owe 7,500 for medical bills.
7Promoted to rank 1
7Is now a Agent
8Continued as Corporate Agent at age 46
8Go undercover to investigate an enemy.
8A revolution, attack or other unusual event throws your life into chaos, forcing you to leave the planet.
9Continued as Corporate Agent at age 50
9Accepted a deal with criminal or other figure under investigation.
10Became a Wanderer 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
11A new romantic starts. Gain an Ally.
12Aging Crisis. Owe 50,000 for medical bills.
12Gained a contact.
13Aging Crisis. Owe 40,000 for medical bills.
13A romantic relationship deepens, possibly leading to marriage. Gain an Ally.
14Aging Crisis. Owe 20,000 for medical bills.
14Betrayal. Convert an Ally into a Rival or Enemy.
15Aging Crisis. Owe 20,000 for medical bills.
15Moved to a new world.
16Aging Crisis. Owe 10,000 for medical bills.