Term |
Age |
History |
---|
1 |
18 |
Became a Rogue (Thief). |
1 |
22 |
A police detective or rival criminal forces Freddie Mendoza to flee and vows to hunt Freddie Mendoza down. Gain an Enemy. |
2 |
22 |
Became a Agent (Intelligence). |
2 |
26 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
3 |
26 |
Became a Drifter (Wanderer). |
3 |
30 |
Lightly injured, no permanent damage. Fully recovered. |
4 |
30 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
32 |
Embroiled in legal trouble. |
5 |
34 |
Voluntarily left Merchant Marine |
5 |
34 |
Switched to Drifter (Barbarian). |
5 |
35 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
6 |
35 |
Became a Believer (Holy Warrior) with the new title Hopeful. |
6 |
37 |
Freddie Mendoza have been following false teachings! |
7 |
37 |
Switched to Drifter (Scavenger). |
7 |
41 |
Freddie Mendoza run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
8 |
41 |
Switched to Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
8 |
44 |
Freddie Mendoza secretly provide religious rites for a dying leader or noble, although they do not share Freddie Mendoza's faith. Gain an Ally in the family and a Rival who disagrees with Freddie Mendoza's choice. |