Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Merchant Marine (Merchant). |
1 |
18 |
Became a Drifter (Scavenger). |
1 |
21 |
Pat Hill run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
2 |
21 |
Became a Agent (Intelligence). |
2 |
22 |
Pat Hill's work ends up coming home with Pat Hill, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
3 |
22 |
Failed to qualify for Merchant Marine (Merchant). |
3 |
22 |
Switched to Drifter (Wanderer). |
3 |
25 |
Injured. Fully recovered. Owe 2,500 for medical bills. |
4 |
25 |
Became a Believer (Mainstream Believer) with the new title Lay Person. |
4 |
26 |
Pat Hill retreat from the mundane world for a time in the hope of a revelation, although this affects
your work and relationships. |
4 |
29 |
Promoted to Believer (Mainstream Believer) rank 1 with the new title Initiate. |
5 |
29 |
Continued as Believer (Mainstream Believer). |
5 |
31 |
Pat Hill accepted an offer of inducements to betray Pat Hill's faith. Gain 420,000 in cash. |
5 |
33 |
Promoted to Believer (Mainstream Believer) rank 2 with the new title Lay Preacher. |
6 |
33 |
Switched to Drifter (Barbarian). |
6 |
35 |
Betrayed by a friend. One of Pat Hill's Contacts or Allies betrays Pat Hill, ending Pat Hill's career. That Contact or Ally becomes a Rival or Enemy. |
7 |
35 |
Switched to Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
7 |
39 |
Pat Hill faith enjoys an explosion of popularity largely thanks to Pat Hill's efforts. |
7 |
39 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |
7 |
39 |
Forced to continue current assignment. |
7 |
39 |
Promoted to Believer (Missionary/Humanitarian) rank 2 with the new title Team Leader. |
8 |
39 |
Continued as Believer (Missionary/Humanitarian). |
8 |
41 |
Opponents of Pat Hill's belief system ambush Pat Hill. |
8 |
41 |
Severely injured. Owe 10,000 for medical bills. |