Term |
Age |
History |
---|
1 |
18 |
Became a Rogue (Enforcer). |
1 |
20 |
Involved in a feud with a rival criminal organization. |
1 |
20 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
1 |
22 |
Promoted to Rogue (Enforcer) rank 1. |
2 |
22 |
Attempted to change assignments. |
2 |
22 |
Failed to qualify for Pirate (Rogue). |
2 |
22 |
Continued as Rogue (Enforcer). |
2 |
25 |
A crime lord considers Pat Mathew his protégé. |
2 |
26 |
Promoted to Rogue (Enforcer) rank 2. |
3 |
26 |
Attempted to change assignments. |
3 |
26 |
Switched to Rogue (Pirate) with the new title Corporal and previous rank. |
3 |
27 |
A police detective or rival criminal forces Pat Mathew to flee and vows to hunt Pat Mathew down. Gain an Enemy. |
4 |
27 |
Failed to qualify for Ground Assault (Marine). |
4 |
27 |
Became a Drifter (Wanderer). |
4 |
31 |
Survived a risky adventure but gained nothing. |
4 |
31 |
Promoted to Drifter (Wanderer) rank 1. |
5 |
31 |
Continued as Drifter (Wanderer). |
5 |
32 |
Betrayed by a friend. One of Pat Mathew's Contacts or Allies betrays Pat Mathew, ending Pat Mathew's career. That Contact or Ally becomes a Rival or Enemy. |
5 |
35 |
Promoted to Drifter (Wanderer) rank 2. |
6 |
35 |
Continued as Drifter (Wanderer). |
6 |
38 |
Attacked by enemies and injured. |
6 |
38 |
Lightly injured, no permanent damage. Fully recovered. |
6 |
38 |
Gain Enemy if Pat Mathew don't already have one. |
6 |
39 |
Promoted to Drifter (Wanderer) rank 3. |
7 |
39 |
Continued as Drifter (Wanderer). |
7 |
43 |
Severely injured. Fully recovered. Owe 5,000 for medical bills. |
8 |
43 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
8 |
46 |
A new romantic starts. Gain an Ally. |
9 |
47 |
Aging Crisis. Owe 50,000 for medical bills. |
9 |
47 |
Retired at age 47. |
9 |
47 |
Continued as Merchant (Merchant Marine). |
9 |
51 |
Make an unexpected connection outside Pat Mathew's normal circles. Gain a Contact. |
9 |
51 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
10 |
51 |
Aging Crisis. Owe 50,000 for medical bills. |
10 |
51 |
Continued as Merchant (Merchant Marine). |
10 |
54 |
Make an unexpected connection outside Pat Mathew's normal circles. Gain a Contact. |
10 |
55 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
11 |
55 |
Aging Crisis. Owe 60,000 for medical bills. |
11 |
55 |
Voluntarily left Merchant Marine |
11 |
55 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
11 |
58 |
Opponents of Pat Mathew's belief system ambush Pat Mathew. |
11 |
58 |
Severely injured. Fully recovered. Owe 10,000 for medical bills. |
12 |
58 |
Aging Crisis. Owe 40,000 for medical bills. |
12 |
58 |
Retired. |
12 |
59 |
Moved to a new world. |
13 |
62 |
Aging Crisis. Owe 30,000 for medical bills. |
13 |
63 |
Birth or Death involving a family member or close friend. |
14 |
66 |
Aging Crisis. Owe 30,000 for medical bills. |
14 |
70 |
Find an Alien Artifact. |
15 |
70 |
Aging Crisis. Owe 30,000 for medical bills. |
15 |
72 |
Birth or Death involving a family member or close friend. |
16 |
74 |
Aging Crisis. Owe 20,000 for medical bills. |