Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
19 |
A sudden war destroys Pattie Finnerty's trade routes and contacts, forcing Pattie Finnerty to flee that region of space. |
1 |
19 |
Gain rebels as Enemy |
2 |
19 |
Became a Agent (Intelligence). |
2 |
23 |
Accepted a deal with criminal or other figure under investigation. |
3 |
23 |
Failed to qualify for Colonist (Citizen). |
3 |
23 |
Became a Drifter (Wanderer). |
3 |
27 |
Betrayed by a friend. One of Pattie Finnerty's Contacts or Allies betrays Pattie Finnerty, ending Pattie Finnerty's career. That Contact or Ally becomes a Rival or Enemy. |
4 |
27 |
Failed to qualify for Scientist (Scholar). |
4 |
27 |
Submitted to the draft. |
4 |
27 |
Switched to Agent (Law Enforcement) with the new title Rookie. |
4 |
28 |
Pattie Finnerty's work ends up coming home with Pattie Finnerty, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |