Scout Jay Payne  

Species Age Sex Str Dex End Int Edu SocUPP
Humaniti 43 M 6 (0) 3 (-1) 2 (-2) 3 (-1) 2 (-2) 5 (-1)632325
Pessimistic, Deranged
 
Skills
Animals 0
Astrogation 1
Athletics 0
Broker 0
Drive 0
Electronics (Remote Ops) 1
Gun Combat (Slug) 1
Mechanic 0
Medic 0
Navigation 0
Persuade 0
Profession (Freeloader) 0
Recon 0
Seafarer 0
Steward 0
Survival 1
Vacc Suit 1
CareerAssignmentTitleRankTerms
Merchant Merchant Marine Crewman01
Drifter Wanderer 01
Scout Courier Scout13
 
EducationGraduated
Colonial Upbringing Failed
 
Name Type Affinity Enmity Power Influence Species
Walker Keiler Enemy 0 2 3 5 Humaniti (M/70)
 
Term Age History
1 18 Entered Colonial Upbringing.
1 20 Suffered a deep tragedy.
1 26 Failed as a colonist.
2 26 Failed to qualify for Performer (Entertainer).
2 26 Submitted to the draft.
2 26 Became a Merchant (Merchant Marine) with the new title Crewman.
2 27 A series of bad deals and decisions force Jay Payne into bankruptcy. Jay Payne salvages what Jay Payne can.
3 27 Became a Drifter (Wanderer).
3 31 Lost eye or limb. Fully recovered. Owe 10,000 for medical bills.
4 31 Became a Scout (Courier).
4 32 Jay Payne's scout ship is one of the first on the scene to rescue the survivors of a disaster but Jay Payne fail to help. Gain an Enemy.
4 32 Scarred. Fully recovered. Owe 10,000 for medical bills.
5 35 Continued as Scout (Courier).
5 38 Gained a contact.
6 39 Continued as Scout (Courier).
6 43 Spend several years jumping from world to world in Jay Payne's scout ship.
6 43 Forced to continue current assignment.
6 43 Promoted to Scout (Courier) rank 1 with the new title Scout.
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