Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
19 |
Made lifelong friends. Gain 1 Allies. |
1 |
26 |
Left the colonies. |
2 |
26 |
Became a Citizen (Corporate). |
2 |
30 |
Injured. Fully recovered. Owe 2,500 for medical bills. |
3 |
30 |
Became a Scout (Explorer). |
3 |
33 |
Psychologically damaged by Johnnie McRoddon's time in the scouts. |
4 |
33 |
Failed to qualify for Pirate (Rogue). |
4 |
33 |
Became a Drifter (Scavenger). |
4 |
34 |
Johnnie McRoddon run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
5 |
34 |
Became a Rogue (Thief). |
5 |
36 |
Refuse to backstab a fellow rogue for personal gain. Gain an Ally |
6 |
38 |
Continued as Rogue (Thief). |
6 |
41 |
A police detective or rival criminal forces Johnnie McRoddon to flee and vows to hunt Johnnie McRoddon down. Gain an Enemy. |