Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Corporate Agent (Agent). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Agent (Law Enforcement) with the new title Rookie. |
1 |
21 |
A new romantic starts. Gain an Ally. |
2 |
22 |
Continued as Agent (Law Enforcement). |
2 |
26 |
Given specialist training in vehicles. |
2 |
26 |
Promoted to Agent (Law Enforcement) rank 1 with the new title Corporal. |
3 |
26 |
Continued as Agent (Law Enforcement). |
3 |
30 |
Mattie Mccoy's work ends up coming home with Mattie Mccoy, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
4 |
30 |
Became a Citizen (Colonist). |
4 |
32 |
Spent time maintaining and using heavy vehicles. |
4 |
34 |
Promoted to Citizen (Colonist) rank 1. |
5 |
34 |
Continued as Citizen (Colonist). |
5 |
35 |
Mattie Mccoy learn something Mattie Mccoy should not have – a corporate secret, a political scandal – which Mattie Mccoy can profit from illegally. |
5 |
35 |
Gain a criminal contact. |
5 |
38 |
Promoted to Citizen (Colonist) rank 2 with the new title Settler. |
6 |
38 |
Continued as Citizen (Colonist). |
6 |
41 |
Lost eye or limb. Fully recovered. |
7 |
41 |
Failed to qualify for Merchant Marine (Merchant). |
7 |
41 |
Became a Drifter (Barbarian). |
7 |
45 |
Betrayed by a friend. One of Mattie Mccoy's Contacts or Allies betrays Mattie Mccoy, ending Mattie Mccoy's career. That Contact or Ally becomes a Rival or Enemy. |
8 |
45 |
Switched to Citizen (Worker). |
8 |
46 |
Political upheaval strikes Mattie Mccoy's homeworld, and Mattie Mccoy is caught up in the revolution. |