Sidney McMillan  

Species Age Sex Str Dex End Int Edu SocUPP
Answerin 35 M 10 (1) 3 (-1) 5 (-1) 8 (0) 2 (-2) 9 (1)A35829
Jovial
 
Skills
Advocate 1
Broker 1
Deception 0
Drive 0
Persuade 1
Pilot 0
Recon 0
Stealth 0
Streetwise 1
Survival 0
Vacc Suit 0
CareerAssignmentTitleRankTerms
Drifter Wanderer 01
Navy Engineer/Gunner Crewman01
Merchant Broker 23
 
Name Type Affinity Enmity Power Influence Species
Burton Atkins Contact 2 1 4 2 Ziadd (M/44)
 
Term Age History
1 18 Became a Drifter (Wanderer).
1 21 Sidney McMillan run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy.
2 21 Failed to qualify for Free Trader (Merchant).
2 21 Submitted to the draft.
2 21 Became a Navy (Engineer/Gunner) with the new title Crewman.
2 23 During a battle, defeat or victory depends on Sidney McMillan's actions. The ship suffers severe damage and Sidney McMillan is blamed for the disaster. Sidney McMillan is court - martialled and discharged.
3 23 Became a Merchant (Broker).
3 25 Given advanced training in a specialist field
3 27 Promoted to Merchant (Broker) rank 1.
4 27 Continued as Merchant (Broker).
4 28 Embroiled in legal trouble.
4 31 Promoted to Merchant (Broker) rank 2.
5 31 Continued as Merchant (Broker).
5 35 Make an unexpected connection outside Sidney McMillan's normal circles. Gain a Contact.
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