Retired Field Agent Velma Gilbert  

Species Age Sex Str Dex End Int Edu SocUPP
Tapazmal 74 F 1 (-2) 1 (-2) 1 (-2) 4 (-1) 3 (-1) 5 (-1)111435
Growly, Self-sufficient
 
Skills
Athletics 0
Carouse 0
Deception 1
Diplomat 0
Drive 0
Electronics (Computers) 1
Gun Combat (Archaic) 1
Heavy Weapons 0
Investigate 1
Mechanic 1
Pilot 0
Profession (Hostile Environment/High-G) 1
Seafarer 0
Stealth 2
Streetwise 2
Survival 2
Tactics 0
Vacc Suit 1
CareerAssignmentTitleRankTerms
Marine Ground Assault Marine01
Drifter Scavenger 12
Agent Corporate Agent Field Agent23
Drifter Barbarian 02
Scout Explorer 01
Believer Missionary/Humanitarian Junior Project Worker01
Drifter Wanderer 01
Retired 05
 
Name Type Affinity Enmity Power Influence Species
Loretto Morgan Enemy 0 3 2 0 Tapazmal (F/46)
Relationship soured.
Myrtle Perry Enemy 0 4 2 6 Tapazmal (F/32)
Lucille Kabble Contact 1 1 1 0 Tapazmal (F/65)
Blanche Quaman Ally 0 0 0 1 Tapazmal (F/67)
 
Term Age History
1 18 Became a Marine (Ground Assault) with the new title Marine.
1 22 A mission goes wrong and Velma Gilbert is stranded behind enemy lines. Ejected from the service.
2 22 Became a Drifter (Scavenger).
2 25 Find valuable salvage.
2 26 Promoted to Drifter (Scavenger) rank 1.
3 26 Continued as Drifter (Scavenger).
3 27 Velma Gilbert do not know what happened to Velma Gilbert. There is a gap in Velma Gilbert's memory.
4 27 Became a Agent (Corporate Agent).
4 30 Befriended by a senior agent.
4 31 Promoted to Agent (Corporate Agent) rank 1 with the new title Agent.
5 31 Continued as Agent (Corporate Agent).
5 32 Go undercover to investigate an enemy.
5 33 Velma Gilbert learn something Velma Gilbert should not have – a corporate secret, a political scandal – which Velma Gilbert can profit from illegally.
5 35 Promoted to Agent (Corporate Agent) rank 2 with the new title Field Agent.
6 35 Continued as Agent (Corporate Agent).
6 36 Scarred. Fully recovered. Owe 2,500 for medical bills.
7 36 Switched to Drifter (Barbarian).
7 38 Attacked by enemies and injured.
7 38 Injured. Fully recovered. Owe 2,500 for medical bills.
7 38 Gain Enemy if Velma Gilbert don't already have one.
8 40 Continued as Drifter (Barbarian).
8 42 Severely injured. Owe 10,000 for medical bills.
9 42 Failed to qualify for Journalist (Entertainer).
9 42 Submitted to the draft.
9 42 Became a Scout (Explorer).
9 46 Lost eye or limb. Fully recovered. Owe 10,000 for medical bills.
10 46 Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker.
10 50 Velma Gilbert aid a follower back to the True Path but this angers a friend or relative. Gain an Enemy.
11 50 Switched to Drifter (Wanderer).
11 52 Velma Gilbert do not know what happened to Velma Gilbert. There is a gap in Velma Gilbert's memory.
12 52 Aging Crisis. Owe 40,000 for medical bills.
12 52 Retired at age 52.
12 52 Retired.
12 55 Gained a contact.
13 56 Aging Crisis. Owe 40,000 for medical bills.
13 57 Victim of a crime.
14 60 Aging Crisis. Owe 60,000 for medical bills.
14 62 Birth or Death involving a family member or close friend.
15 64 Aging Crisis. Owe 40,000 for medical bills.
15 66 A new romantic starts. Gain an Ally.
16 68 Aging Crisis. Owe 50,000 for medical bills.
16 71 A romantic relationship ends badly. Gain a Rival or Enemy.
17 72 Aging Crisis. Owe 30,000 for medical bills.
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