Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Wanderer). |
1 |
21 |
Suffer from a life-threatening illness. |
2 |
21 |
Became a Rogue (Enforcer). |
2 |
25 |
Good fortune |
2 |
25 |
Promoted to Rogue (Enforcer) rank 1. |
3 |
25 |
Attempted to change assignments. |
3 |
25 |
Failed to qualify for Pirate (Rogue). |
3 |
25 |
Continued as Rogue (Enforcer). |
3 |
29 |
A police detective or rival criminal forces Frankie Watson to flee and vows to hunt Frankie Watson down. Gain an Enemy. |
4 |
29 |
Failed to qualify for Cavalry (Army). |
4 |
29 |
Submitted to the draft. |
4 |
29 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
30 |
Make an unexpected connection outside Frankie Watson's normal circles. Gain a Contact. |
5 |
33 |
Continued as Merchant (Merchant Marine). |
5 |
35 |
A sudden war destroys Frankie Watson's trade routes and contacts, forcing Frankie Watson to flee that region of space. |
5 |
35 |
Gain rebels as Enemy |
6 |
37 |
Continued as Merchant (Merchant Marine). |
6 |
39 |
A series of bad deals and decisions force Frankie Watson into bankruptcy. Frankie Watson salvages what Frankie Watson can. |