Retired Hopeful Pat Fleming  

Species Age Sex Str Dex End Int Edu SocUPP
Ayansh'i 68 M 1 (-2) 1 (-2) 1 (-2) 3 (-1) 5 (-1) 1 (-2)111351
Vehement
 
Skills
Admin 0
Carouse 0
Deception 1
Drive 0
Gun Combat (Archaic) 1
Persuade 2
Profession (Worker/Religion) 2
Recon 0
Science (Social Sciences) 0
Stealth 1
Streetwise 1
Survival 0
CareerAssignmentTitleRankTerms
Drifter Wanderer 03
Entertainer Performer 13
Believer Mainstream Believer Lay Person02
Scout Explorer 01
Scout Surveyor 01
Believer Holy Warrior Hopeful02
Retired 02
 
Name Type Affinity Enmity Power Influence Species
Melva Harris Ally 3 0 2 5 Ayansh'i (F/54)
Elizabeth Dabs Ally 3 0 0 0 Ziadd (F/17)
Orville Jimenez Enemy 0 2 4 3 Irhadre (M/56)
 
Term Age History
1 18 Failed to qualify for Line/Crew (Navy).
1 18 Became a Drifter (Wanderer).
1 20 Pat Fleming run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy.
2 20 Became a Entertainer (Performer).
2 23 Find Ancient Technology.
2 24 Promoted to Entertainer (Performer) rank 1.
3 24 Continued as Entertainer (Performer).
3 27 A new romantic starts. Gain an Ally.
4 28 Continued as Entertainer (Performer).
4 31 Public opinion turns on Pat Fleming.
5 31 Became a Believer (Mainstream Believer) with the new title Lay Person.
5 33 Someone more charismatic but less devout than Pat Fleming has become Pat Fleming's superior.
6 35 Continued as Believer (Mainstream Believer).
6 37 A notable academic consults with Pat Fleming about a publication or documentary he is working on. Gain a Contact in academia.
7 39 Voluntarily left Mainstream Believer
7 39 Failed to qualify for Corporate (Citizen).
7 39 Returned to Drifter (Wanderer).
7 41 Pat Fleming do not know what happened to Pat Fleming. There is a gap in Pat Fleming's memory.
8 41 Failed to qualify for Merchant Marine (Merchant).
8 41 Continued as Drifter (Wanderer).
8 45 A new romantic starts. Gain an Ally.
8 45 Forced to muster out.
9 45 Failed to qualify for Free Trader (Merchant).
9 45 Submitted to the draft.
9 45 Became a Scout (Explorer).
9 49 Pat Fleming's scout ship is one of the first on the scene to rescue the survivors of a disaster but Pat Fleming fail to help. Gain an Enemy.
9 49 Pat Fleming have no idea what happened to Pat Fleming – they found Pat Fleming's ship drifting on the fringes of friendly space.
10 49 Attempted to change assignments.
10 49 Switched to Scout (Surveyor) with previous rank.
10 52 Psychologically damaged by Pat Fleming's time in the scouts.
11 52 Aging Crisis. Owe 50,000 for medical bills.
11 52 Retired at age 52.
11 52 Switched to Believer (Holy Warrior) with the new title Hopeful.
11 54 Pat Fleming is caught in the periphery of a scandal.
11 54 Demoted to Believer (Holy Warrior) rank -1.
12 56 Aging Crisis. Owe 10,000 for medical bills.
12 56 Continued as Believer (Holy Warrior).
12 58 Pat Fleming accepted an offer of inducements to betray Pat Fleming's faith. Gain 320,000 in cash.
12 60 Promoted to Believer (Holy Warrior) rank 0.
13 60 Aging Crisis. Owe 20,000 for medical bills.
13 60 Retired.
13 63 Moved to a new world.
14 64 Aging Crisis. Owe 30,000 for medical bills.
14 65 Scarred. Owe 5,000 for medical bills.
15 68 Aging Crisis. Owe 60,000 for medical bills.
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