Scout John Fleming  

Species Age Sex Str Dex End Int Edu SocUPP
Urunishani 44 M 4 (-1) 10 (1) 2 (-2) 4 (-1) 8 (0) 8 (0)4A2488
Good-spirited, Good-spirited, Right
 
Skills
Animals 0
Astrogation 1
Broker 0
Drive 0
Electronics (Sensors) 1
Gambler 1
Language 0
Mechanic 1
Persuade 0
Pilot (Capital Ships) 1
Science (Social Sciences/Philosophy) 1
Seafarer (Sail) 1
Steward 0
Survival 1
Vacc Suit 2
CareerAssignmentTitleRankTerms
Merchant Free Trader 02
Drifter Scavenger 01
Scout Courier Scout14
 
Term Age History
1 18 Became a Merchant (Free Trader).
1 22 Given advanced training in a specialist field
2 22 Continued as Merchant (Free Trader).
2 26 Forced to muster out.
3 26 Became a Drifter (Scavenger).
3 27 Betrayed by a friend. One of John Fleming's Contacts or Allies betrays John Fleming, ending John Fleming's career. That Contact or Ally becomes a Rival or Enemy.
4 27 Failed to qualify for Surveyor (Scout).
4 27 Submitted to the draft.
4 27 Became a Scout (Courier).
4 29 Spend several years jumping from world to world in John Fleming's scout ship.
5 31 Attempted to change assignments.
5 31 Failed to qualify for Surveyor (Scout).
5 31 Continued as Scout (Courier).
5 33 Spend several years jumping from world to world in John Fleming's scout ship.
6 35 Continued as Scout (Courier).
6 36 Perform an exemplary service for the scouts.
6 39 Promoted to Scout (Courier) rank 1 with the new title Scout.
7 39 Continued as Scout (Courier).
7 40 Spend several years jumping from world to world in John Fleming's scout ship.
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