TL10 Starship Pilot
[Created by email@example.com]
(0) ST 10
Advantages: (45 points)
Common Sense, Night Vision, Peripheral Vision, 3D Spatial Sense.
Disadvantages: (-40 points)
Honesty, Pacifism: Total Non-violence (-30 points)
Quirks: (-5 points)
Astrogation-14 (1), Beam Weapons (sonic)/TL10-14 (0.5), Boating-13 (2), Computer Operation/TL10-13 (1), Driving (ATV/Crawler)-12 (1), Driving (Car)-12 (1), El. Ops. (Sensors)/TL10-13 (2), First Aid/TL10-14 (2), Mathematics-12 (2), Merchant-13 (2), Motorcycle-12 (0.5), Navigation/TL10-14 (1), Piloting (Aircar)/TL10-15 (8), Piloting (Large Spacecraft)/TL10-16 (8), Piloting (Space Shuttle)/TL10-15 (4), Powerboat-13 (2), Survival (Island/Beach)-12 (1), Swimming-13 (1).
Hot pilots have their analogs here, too, though they don't get to underfly bridges at mach speeds anymore. Give her Animal Handling, Teamster, and Riding, and figure that she's a "Pony Express" style messenger. Drop the tech skills, and she probably also becomes Illiterate. (If you have unusual societies, she could do her job by sea, canal, or air (Hang-Gliding), too.)
Alter the tech levels of skills, and probably add Piloting (Hang-Glider), Helicopter, and Airplane. Karyn could be found trucking, flying just about anything but a passenger plane, or maybe taxi-driving.
It'll be harder for her to keep those Honest and Pacifistic views, but she may try. She's probably a chauffeur for those times when evasive aerial maneuvers (Read: "Han Solo Memorial Astroid Belt Maneuver") become necessary.
If it moves, and isn't alive, Karyn can drive/fly it. Under any conditions. Sometimes far faster than her passengers would wish. She serves as relief pilot for the This Way Up, and primary driver/pilot for the ship's vehicles. She's also a passable trader - especially if the transaction involves anything that moves under power. Besides the fact that she never gets lost, the crew knows her best for her strong pacifistic views.
[I played her once at a con, and got to sketching . . .]