Here's my go at rolling up and rationalising, using LBB1.
Jules Garcon
retired merchant, 4th officer, 4 terms, 34yo
lazy, conniving coward, seen everywhere about the ship
788947
Blade Combat-1, Bribery-1, Electronics-1, Gun Combat-1, Jack o' Trades-2, Steward-1
Gear: Blade, low passage, 1,000Cr
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Stat rolls: 687847
Jules Garcon comes from a nameless backwater world, and while he was smart, he wasn't very well-educated or strong. How can a young man of wits make his way in the universe... without too much personal danger? He joins the merchant service, of course!
Merchant enlistment: 7+, DM+2 for Int6+, rolled 5+2=7... in!
Jules sat the entrance exam and only just scraped by.
First term, Bld Cmbt+1, Gun Cmbt+1
Jules was unhappy to find himself assigned to guard duty. This didn't seem very safe, if he wanted to fight he'd have joined the Army! So he quickly applied for a commission.
Commission, roll required 4+, DM+1 for Int6+,
rolled 7+1 =8... in!
With some hard study and a bit of instinct in the multiple choice questions, Jules passed the commission exam fairly easily. He didn't know it, but his guard commander recommended him, not wanting the not too strong Jules in his guard, especially since Jules' poor Education made him a terrible conversationist, he kept babbling about stuff... Jules was thus commissioned as a 4th Officer.
Electronics+1... for his officer's specialty, Jules was sent to an electronics course.
Promotion, roll required 10+... rolled 3... Towards the end of his first term, excited by no longer having to pull guard duty and having many idle hours, and hoping for yet more idle hours and distance from danger, and with vacancies opening up with the resignation of several key officers, he applied for a promotion. The Captain was reported to have laughed all the way to dinnertime.
Survival, roll required 5+, DM+1 if Int7+, rolled 5+1=6... just survived! With just a month to go in his last term, Jules was in the airlock adjusting his suit and hose when a clumsy underling hit the "Evacuate" button early. Tumbling out into the vacuum of space Jules was forced to slap his gloved hand over the unplugged hose hole. While he made a mess in his vac suit and swore never to go into vacuum again, he survived.
With this experience he tried to leave the Merchant service. Of course he had to apply to leave.
Second term, relist roll 4+, rolled 12.... His Captain was retiring and used his final orders to get back at everyone who'd ever annoyed him. Jules was among those people, and was reenlisted for a four-year term.
+1 End, Jack o' Trades+1. With so many officers gone, Jules was forced to spend a lot of time running around the ship doing jobs he didn't really know how to do.
Promotion, roll required 10+... rolled 9. Given that he was actually doing the job of higher ranks, Jules thought he'd easily be promoted this time. But nope. Despite all his (reluctant) hard work, he just couldn't overcome the dislike Captains always seemed to have for him.
Survival, roll required 5+, DM+1 if Int7+, rolled 8. No particular lethal dangers threatened him in his second term.
Third term, relist roll 4+, rolled 8.... A week before his term was up he got drunk on moonshine and filed his application for reenlistment. He'd totally forgotten it in the drunken haze and so was rather surprised when a week later, standing at the airlock with his duffel bag, the officer of the watch wouldn't let him go.
+1 Strength, Jack o' Trades+1. Now he found his work extended to the cargo bay, where budget cuts on equipment and maintenance time meant that a lot of cargo had to be moved manually. He found himself doing even more work he had no real idea about.
Promotion, roll required 10+... rolled 3. 4th Officer Jule Garcon couldn't understand why having the Executive Officer come across him in the cargo bay in a hammock with a fifth of Vilani bourbon and a copy of
Vargr Babes should hurt his career prospects, but it did.
Survival, roll required 5+, DM+1 if Int7+, rolled 6+1=7. Again nothing dangerous happened to him this term.
Fourth term, relist roll 4+... rolled 12. Annoyed at his lack of prospects in the Merchant service after a decade in the same rank, he tried to leave again. But he wasn't the only one, and others knew who to slip a few hundred credits to, and he didn't, so that was that, a fourth term was his whether he liked it or not.
Bribery+1, Steward+1. He resolved to ensure that he wouldn't be caught out by better-connected people again, and began by bribing petty bureaucrats on backwater moons - even when he didn't need to, just for the practice. Still, he found himself made Purser, looking after paying passengers.
Promotion, roll required 10+... rolled 4. By this stage he was just putting the application in because his fellow officers - ten years younger than him - were asking him if he was doing it. He didn't think it was really possible to distinguish himself dealing with passengers complaining about getting synthbeef stew for the fourth day running.
Survival, roll required 5+, DM+1 if Int7+, rolled 8+1=9. He definitely avoided anything dangerous in his fourth term.
Luckily, he was not wanted for a fifth term, now being too obscure to have offended anyone.
Mustering Out, Blade, Low Passage, 1,000Cr, +1 Intelligence
He hoped to get some useful benefits from mustering out. He was generously allowed to keep his officer's ceremonial sword, a tinky piece of rattling metal engraved with his date of commission.
On asking the quartermaster for a Merchant's pass for travel, he was given a Low Passage voucher.
Unfortunately his pension savings had been depleted by a corrupt official, leaving him with only his last month's pay.
He had at least learned from his many experiences.
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Now, when I rolled up the stats he didn't look very impressive. But as I went through his terms and thought about what his story might be, I grew to like Jules Garcon.
I hope my players will feel the same way