Retired Senior Crewman Ellsworth Johnson  

Species Age Sex Str Dex End Int Edu SocPsiUPP
Kargol 73 M 1 (-2) 1 (-2) 1 (-2) 9 (1) 7 (0) 5 (-1)None111975
Unreliable, Sad, Unconventional
 
Skills
Admin 0
Advocate 0
Art (Presentation) 0
Broker 0
Carouse 1
Deception 1
Drive 0
Gun Combat (Energy) 1
Gun Combat (Slug) 1
Jack-of-All-Trades 2
Language (Floriani (Florian League)) 1
Language (Trokh (Aslan)) 1
Mechanic 1
Persuade 1
Profession (Worker) 0
Recon 0
Steward 0
Streetwise 4
Survival 1
Vacc Suit 1
CareerAssignmentTitleRankTerms
Entertainer Journalist 01
Drifter Scavenger 04
Drifter Wanderer 34
Army Infantry Private01
Merchant Merchant Marine Senior Crewman14
 
EducationGraduated
Merchant Academy Failed
 
Name Type Affinity Enmity Power Influence Species
Bill Fleming Ally 6 0 6 1 Ronnin (M/56)
Zita Roberts Contact 2 2 5 4 Kargol (F/49)
 
Term Age History
1 18 Became a Entertainer (Journalist).
1 19 An investigation, tour, project or expedition goes wrong, stranding Ellsworth Johnson far from home.
2 19 Became a Drifter (Scavenger).
2 21 Find Ancient Technology.
3 23 Continued as Drifter (Scavenger).
3 24 Find valuable salvage.
4 27 Continued as Drifter (Scavenger).
5 31 Continued as Drifter (Scavenger).
5 32 Suffer from a life-threatening illness.
6 32 Failed to qualify for Enforcer (Rogue).
6 32 Switched to Drifter (Wanderer).
6 33 Attempted a risky adventure and was wildly successful.
7 36 Continued as Drifter (Wanderer).
7 38 Find valuable salvage.
7 40 Promoted to Drifter (Wanderer) rank 1.
8 40 Continued as Drifter (Wanderer).
8 44 Promoted to Drifter (Wanderer) rank 2.
9 44 Continued as Drifter (Wanderer).
9 46 Encounter a Psionic institute.
9 46 Tested for psionic powers
9 48 Promoted to Drifter (Wanderer) rank 3.
10 48 Voluntarily left Wanderer
10 48 Entered Merchant Academy with the Business curriculum.
10 49 War breaks out, triggering a mandatory draft.
10 51 Dropped out of the merchant academy.
11 51 Became a Army (Infantry) with the new title Private.
11 54 Lost eye or limb. Fully recovered.
12 54 Became a Merchant (Merchant Marine) with the new title Crewman.
12 56 Befriend a useful ally in one sphere. Gain an Ally.
13 58 Continued as Merchant (Merchant Marine).
13 62 A good deal ensures Ellsworth Johnson is living the high life for a few years.
14 62 Aging Crisis. Owe 10,000 for medical bills.
14 62 Retired at age 62.
14 62 Continued as Merchant (Merchant Marine).
14 66 Given advanced training in a specialist field
14 66 Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman.
15 66 Aging Crisis. Owe 20,000 for medical bills.
15 66 Continued as Merchant (Merchant Marine).
15 67 Make an unexpected connection outside Ellsworth Johnson's normal circles. Gain a Contact.
16 70 Aging Crisis. Owe 20,000 for medical bills.
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