Merl Day  

Species Age Sex Str Dex End Int Edu SocUPP
Darmine 32 M 4 (-1) 10 (1) 5 (-1) 5 (-1) 9 (1) 6 (0)4A5596
Unmotivated, Radiant skin, Ethical
 
Skills
Animals 0
Art (Presentation) 0
Athletics 0
Drive 0
Engineer (Life Support) 1
Medic 0
Persuade 0
Profession (Sports/Motorsports) 1
Recon 0
Streetwise 0
Survival 0
CareerAssignmentTitleRankTerms
Citizen Colonist 02
Scout Surveyor 01
Merchant Broker 01
 
Name Type Affinity Enmity Power Influence Species
Addie Fullmore Enemy 0 0 2 0 Darmine (M/32)
 
Term Age History
1 18 Became a Citizen (Colonist).
1 20 Life ruined by a criminal gang. Gain the gang as an Enemy
2 20 Became a Scout (Surveyor).
2 22 Psychologically damaged by Merl Day's time in the scouts.
3 22 Returned to Citizen (Colonist).
3 24 Merl Day gain experience in a technical field as a computer operator or surveyor.
3 26 Forced to muster out.
4 26 Became a Merchant (Broker).
4 29 A series of bad deals and decisions force Merl Day into bankruptcy. Merl Day salvages what Merl Day can.
An unhandled exception has occurred. See browser dev tools for details. Reload 🗙