Retired Senior Crewman Jessie Grant  

Species Age Sex Str Dex End Int Edu SocUPP
Darmine 70 F 1 (-2) 1 (-2) 1 (-2) 6 (0) 5 (-1) 7 (0)111657
Always has a nervous laugh
 
Skills
Art (Performing) 0
Broker 0
Diplomat 0
Drive 0
Electronics 0
Flyer 0
Mechanic 2
Melee (Unarmed) 1
Persuade 0
Pilot (Capital Ships) 1
Profession (Sports/Golf) 1
Recon 1
Science (Social Sciences/Belief) 1
Stealth 1
Steward 0
Streetwise 2
Vacc Suit 0
CareerAssignmentTitleRankTerms
Merchant Merchant Marine Senior Crewman14
Drifter Wanderer 24
Drifter Scavenger 01
Believer Holy Warrior Hopeful-13
Retired 03
 
Name Type Affinity Enmity Power Influence Species
Fredrick Black Contact 0 1 3 4 Darmine (M/58)
Fredrick Black has negatively life-changing event.
Gerhard Horgan Ally 4 0 5 0 Darmine (M/74)
Cordie Holmes Rival 0 0 1 4 Darmine (F/41)
Rex Abberton Rival 2 3 1 1 Darmine (M/67)
Arthur Pabst Rival 0 1 1 0 Darmine (M/23)
Arthur Pabst is particularly unusual, such as an artificial intelligence or very alien being.
Lennie Graham Contact 3 1 1 1 Ziadd (F/26)
 
Term Age History
1 18 Failed to qualify for Flight (Navy).
1 18 Submitted to the draft.
1 18 Became a Merchant (Merchant Marine) with the new title Crewman.
1 20 Make an unexpected connection outside Jessie Grant's normal circles. Gain a Contact.
2 22 Continued as Merchant (Merchant Marine).
2 25 A good deal ensures Jessie Grant is living the high life for a few years.
3 26 Continued as Merchant (Merchant Marine).
3 30 Befriend a useful ally in one sphere. Gain an Ally.
3 30 Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman.
4 30 Continued as Merchant (Merchant Marine).
4 33 Lost eye or limb. Fully recovered. Owe 2,500 for medical bills.
5 34 Voluntarily left Merchant Marine
5 34 Failed to qualify for Merchant Academy.
5 34 Became a Drifter (Wanderer).
5 36 Jessie Grant run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy.
6 36 Failed to qualify for Merchant Marine (Merchant).
6 36 Continued as Drifter (Wanderer).
6 38 Attempted a risky adventure and was injured.
6 38 Severely injured. Fully recovered. Owe 2,500 for medical bills.
6 40 Promoted to Drifter (Wanderer) rank 1.
7 40 Continued as Drifter (Wanderer).
7 41 Jessie Grant run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy.
7 44 Promoted to Drifter (Wanderer) rank 2.
8 44 Continued as Drifter (Wanderer).
8 45 Suffer from a life-threatening illness.
9 45 Failed to qualify for Physician (Scholar).
9 45 Switched to Drifter (Scavenger).
9 47 Severely injured. Owe 20,000 for medical bills.
10 47 Aging Crisis. Owe 10,000 for medical bills.
10 47 Retired at age 47.
10 47 Became a Believer (Holy Warrior) with the new title Hopeful.
10 50 Jessie Grant is sent to a new community or parish to preach The Word among the poor.
11 51 Aging Crisis. Owe 40,000 for medical bills.
11 51 Continued as Believer (Holy Warrior).
11 55 Jessie Grant is caught in the periphery of a scandal.
11 55 Demoted to Believer (Holy Warrior) rank -1.
12 55 Aging Crisis. Owe 30,000 for medical bills.
12 55 Continued as Believer (Holy Warrior).
12 56 Jessie Grant come into conflict with a splinter group Jessie Grant's own religion which maintains Jessie Grant's version is the wrong one. Gain 3 Rivals.
13 56 Aging Crisis. Owe 10,000 for medical bills.
13 56 Retired.
13 59 Gained a contact.
14 60 Aging Crisis. Owe 30,000 for medical bills.
14 62 A romantic relationship ends badly. Gain a Rival or Enemy.
15 64 Aging Crisis. Owe 30,000 for medical bills.
15 65 Betrayal. Convert an Ally into a Rival or Enemy.
16 68 Aging Crisis. Owe 60,000 for medical bills.
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