Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Broker). |
1 |
19 |
Risk Joe Murphy's fortune on a possibility lucrative deal and win. |
2 |
22 |
Continued as Merchant (Broker). |
2 |
23 |
A series of bad deals and decisions force Joe Murphy into bankruptcy. Joe Murphy salvages what Joe Murphy can. |
3 |
23 |
Became a Rogue (Thief). |
3 |
27 |
Crime pays off. Gain victim as Enemy. |
4 |
27 |
Continued as Rogue (Thief). |
4 |
29 |
Severely injured. Fully recovered. Owe 12,500 for medical bills. |
5 |
29 |
Became a Agent (Intelligence). |
5 |
30 |
Joe Murphy's work ends up coming home with Joe Murphy, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
6 |
30 |
Became a Entertainer (Performer). |
6 |
34 |
Criticised a questionable political leader on Joe Murphy's homeworld, causing his downfall. Gain an Enemy |
6 |
34 |
An investigation, tour, project or expedition goes wrong, stranding Joe Murphy far from home. |