Johnnie Carr  

Species Age Sex Str Dex End Int Edu SocUPP
Dynchia 37 F 8 (0) 9 (1) 6 (0) 6 (0) 11 (1) 10 (1)8966BA
Professional, Contented, Constantly blinks
 
Skills
Admin 0
Athletics 0
Carouse 0
Deception 1
Drive (Wheel) 1
Electronics 0
Flyer 0
Gun Combat (Energy) 1
Investigate 2
Persuade 1
Recon 0
Stealth 0
Streetwise 0
Vacc Suit 0
CareerAssignmentTitleRankTerms
Agent Intelligence Field Agent23
Merchant Merchant Marine Crewman01
Drifter Barbarian 01
Rogue Enforcer 11
 
Name Type Affinity Enmity Power Influence Species
Al Shea Enemy 0 3 2 0 Dynchia (M/72)
Vivan Rand Rival 1 2 2 3 Urunishani (F/51)
 
Term Age History
1 18 Became a Agent (Intelligence).
1 21 Go undercover to investigate an enemy.
1 21 A job goes wrong, forcing Johnnie Carr to flee off-planet.
1 22 Promoted to Agent (Intelligence) rank 1 with the new title Agent.
2 22 Continued as Agent (Intelligence).
2 23 Rewarded for a successful mission.
2 26 Promoted to Agent (Intelligence) rank 2 with the new title Field Agent.
3 26 Continued as Agent (Intelligence).
3 28 Johnnie Carr's work ends up coming home with Johnnie Carr, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls.
4 28 Failed to qualify for Cavalry (Army).
4 28 Submitted to the draft.
4 28 Became a Merchant (Merchant Marine) with the new title Crewman.
4 29 Bankrupted by a rival. Gain the other trader as a Rival.
5 29 Failed to qualify for Engineer/Gunner (Navy).
5 29 Became a Drifter (Barbarian).
5 32 Severely injured. Fully recovered. Owe 30,000 for medical bills.
6 32 Became a Rogue (Enforcer).
6 35 Moved to a new world.
6 36 Promoted to Rogue (Enforcer) rank 1.
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