Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
19 |
Phil Brown's work ends up coming home with Phil Brown, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
2 |
19 |
Failed to qualify for Marine Support (Marine). |
2 |
19 |
Became a Drifter (Scavenger). |
2 |
20 |
Phil Brown do not know what happened to Phil Brown. There is a gap in Phil Brown's memory. |
3 |
20 |
Became a Merchant (Broker). |
3 |
22 |
Make an unexpected connection outside Phil Brown's normal circles. Gain a Contact. |
3 |
24 |
Promoted to Merchant (Broker) rank 1. |
4 |
24 |
Continued as Merchant (Broker). |
4 |
25 |
Phil Brown's ship or starport is destroyed by criminals. Gain them as an Enemy. |
5 |
28 |
Continued as Merchant (Broker). |
5 |
29 |
A good deal ensures Phil Brown is living the high life for a few years. |
6 |
32 |
Continued as Merchant (Broker). |
6 |
35 |
A good deal ensures Phil Brown is living the high life for a few years. |
6 |
36 |
Promoted to Merchant (Broker) rank 2. |
7 |
36 |
Continued as Merchant (Broker). |
7 |
40 |
Forced to muster out. |