Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
27 |
Left the colonies. |
2 |
27 |
Became a Citizen (Colonist). |
2 |
29 |
Pat Fabble is rewarded for Pat Fabble's diligence or cunning. |
2 |
31 |
Promoted to Citizen (Colonist) rank 1. |
3 |
31 |
Continued as Citizen (Colonist). |
3 |
32 |
Hard times caused by a lack of interstellar trade costs Pat Fabble Pat Fabble's job. |
4 |
32 |
Became a Rogue (Thief). |
4 |
36 |
Gained a contact. |
4 |
36 |
Promoted to Rogue (Thief) rank 1. |
5 |
36 |
Continued as Rogue (Thief). |
5 |
37 |
Crime pays off. Gain victim as Enemy. |
5 |
40 |
Promoted to Rogue (Thief) rank 2. |
6 |
40 |
Voluntarily left Thief |
6 |
40 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
6 |
41 |
Pat Fabble is involved in good works in the community, gaining the respect of a large segment of
society. Gain SOC +1 and an Ally. |
7 |
44 |
Continued as Believer (Missionary/Humanitarian). |
7 |
45 |
Pat Fabble is chosen to represent Pat Fabble's faith in a vid show or other highly public forum. |
8 |
48 |
Voluntarily left Missionary/Humanitarian |
8 |
48 |
Became a Scout (Courier). |
8 |
51 |
Pat Fabble's scout ship is one of the first on the scene to rescue the survivors of a disaster. Gain a Contact. |
8 |
52 |
Promoted to Scout (Courier) rank 1 with the new title Scout. |