Craftsman Gerald Kirkham  

Species Age Sex Str Dex End Int Edu SocUPP
Florian 48 M 3 (-1) 9 (1) 4 (-1) 8 (0) 10 (1) 11 (1)3948AB
Funny, Private
 
Skills
Advocate 1
Animals 0
Athletics 0
Deception 1
Drive (Hovercraft) 1
Drive (Wheel) 1
Engineer (Life Support) 1
Flyer (Rotor) 1
Gambler 1
Gun Combat (Archaic) 1
Gun Combat (Energy) 1
Gun Combat (Slug) 1
Heavy Weapons 0
Language (Floriani (Florian League)) 1
Mechanic 1
Melee (Striking) 2
Profession (Worker/Polymers) 1
Recon 0
Science (Robotic Sciences) 0
Streetwise 1
Vacc Suit 0
CareerAssignmentTitleRankTerms
Army Infantry Private01
Drifter Barbarian 01
Citizen Worker Craftsman46
 
Term Age History
1 18 Became a Army (Infantry) with the new title Private.
1 20 Severely injured. Owe 6,250 for medical bills.
2 20 Became a Drifter (Barbarian).
2 24 Gerald Kirkham run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy.
3 24 Became a Citizen (Worker).
3 28 Gained a contact.
3 28 Forced to continue current assignment.
3 28 Promoted to Citizen (Worker) rank 1.
4 28 Continued as Citizen (Worker).
4 32 Gerald Kirkham learn something Gerald Kirkham should not have – a corporate secret, a political scandal – which Gerald Kirkham can profit from illegally.
4 32 Promoted to Citizen (Worker) rank 2 with the new title Technician.
5 32 Continued as Citizen (Worker).
5 35 Advanced training in a specialist field.
5 36 Promoted to Citizen (Worker) rank 3.
6 36 Continued as Citizen (Worker).
6 39 Spent time maintaining and using heavy vehicles.
7 40 Continued as Citizen (Worker).
7 42 Advanced training in a specialist field.
8 44 Continued as Citizen (Worker).
8 45 Gerald Kirkham's business expands, Gerald Kirkham's corporation grows, or the colony thrives.
8 48 Promoted to Citizen (Worker) rank 4 with the new title Craftsman.
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