Retired Fighter Jared Mitchell  

Species Age Sex Str Dex End Int Edu SocUPP
Vanejenese 80 M 1 (-2) 1 (-2) 1 (-2) 1 (-2) 6 (0) 1 (-2)111161
Fierce
 
Skills
Astrogation 1
Athletics (Endurance) 1
Electronics (Sensors) 1
Flyer 0
Gun Combat (Archaic) 1
Gun Combat (Energy) 1
Gunner (Screen) 1
Jack-of-All-Trades 1
Mechanic 1
Melee 0
Persuade 1
Pilot (Capital Ships) 1
Pilot (Small Craft) 1
Science (Social Sciences/Belief) 1
Survival 0
Vacc Suit 1
CareerAssignmentTitleRankTerms
Scout Explorer Scout15
Navy Engineer/Gunner Able Spacehand11
Army Army Support Private01
Drifter Scavenger 01
Believer Holy Warrior Fighter13
Retired 07
 
Name Type Affinity Enmity Power Influence Species
Juanita Turner Enemy 0 4 1 3 Vanejenese (F/48)
Vivian Dixon Rival 2 2 1 1 Humaniti (F/38)
Sonia Doolan Rival 2 1 1 0 Vanejenese (F/48)
Therese Fallow Rival 2 2 3 1 Cassilldan (F/41)
Therese Fallow gained power at the expense of a third party who now blames the character.
Edgar Carnall Rival 0 1 1 1 Vanejenese (M/92)
Edgar Carnall has life-changing event that creates new responsibilities.
Ezra Craig Rival 1 1 0 3 Vanejenese (M/24)
Sheash Ku Rival 1 2 2 6 Vilani, Imperium (F/46)
Sheash Ku gained influence with the character’s assistance.
Daisy Hart Ally 1 0 5 1 Hanen (F/15)
Daisy Hart gains in power.
Amshiirke Contact 0 2 0 3 Vilani, Imperium (M/48)
Amshiirke was ruined by misfortune caused by the character.
Thelma Stanway Enemy 0 0 1 0 Happrhani (F/40)
Thelma Stanway is in desperate trouble and could use the character’s help.
 
Term Age History
1 18 Became a Scout (Explorer).
1 21 Jared Mitchell's scout ship is one of the first on the scene to rescue the survivors of a disaster but Jared Mitchell fail to help. Gain an Enemy.
1 21 Jared Mitchell have no idea what happened to Jared Mitchell – they found Jared Mitchell's ship drifting on the fringes of friendly space.
2 22 Continued as Scout (Explorer).
2 25 Spend several years jumping from world to world in Jared Mitchell's scout ship.
3 26 Continued as Scout (Explorer).
3 27 Betrayal. Convert an Ally into a Rival or Contact into an Enemy.
3 30 Promoted to Scout (Explorer) rank 1 with the new title Scout.
4 30 Continued as Scout (Explorer).
4 32 Injured. Fully recovered. Owe 1,250 for medical bills.
5 32 Became a Navy (Engineer/Gunner) with the new title Crewman.
5 36 Betrayal. Convert an Ally into a Rival or Contact into an Enemy.
5 36 Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand.
6 36 Voluntarily left Engineer/Gunner
6 36 Returned to Scout (Explorer).
6 38 Jared Mitchell have no idea what happened to Jared Mitchell – they found Jared Mitchell's ship drifting on the fringes of friendly space.
7 38 Failed to qualify for Pirate (Rogue).
7 38 Submitted to the draft.
7 38 Became a Army (Army Support) with the new title Private.
7 40 Jared Mitchell is tormented by or quarrel with an officer or fellow soldier. Gain that officer as a Rival.
8 40 Became a Drifter (Scavenger).
8 41 Jared Mitchell run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy.
9 41 Became a Believer (Holy Warrior) with the new title Hopeful.
9 45 Jared Mitchell is sent to a new community or parish to preach The Word among the poor.
10 45 Continued as Believer (Holy Warrior).
10 49 A notable academic consults with Jared Mitchell about a publication or documentary he is working on. Gain a Contact in academia.
10 49 Promoted to Believer (Holy Warrior) rank 1 with the new title Fighter.
11 49 Continued as Believer (Holy Warrior).
11 50 Jared Mitchell come into conflict with a splinter group Jared Mitchell's own religion which maintains Jared Mitchell's version is the wrong one. Gain 2 Rivals.
12 50 Aging Crisis. Owe 50,000 for medical bills.
12 50 Retired at age 50.
12 50 Retired.
12 53 Moved to a new world.
13 54 Aging Crisis. Owe 50,000 for medical bills.
13 58 Good fortune.
14 58 Aging Crisis. Owe 10,000 for medical bills.
14 59 Moved to a new world.
15 62 Aging Crisis. Owe 10,000 for medical bills.
15 66 Good fortune.
16 66 Aging Crisis. Owe 50,000 for medical bills.
16 69 A new romantic starts. Gain an Ally.
17 70 Aging Crisis. Owe 30,000 for medical bills.
17 74 Gained a contact.
18 74 Aging Crisis. Owe 50,000 for medical bills.
18 75 Good fortune.
19 78 Aging Crisis. Owe 10,000 for medical bills.
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