Term |
Age |
History |
---|
1 |
18 |
Became a Army (Infantry) with the new title Private. |
1 |
21 |
Unit is slaughtered in a disastrous battle, for which Pat Fabble blame Pat Fabble's commander. Gain commander as Enemy. |
2 |
21 |
Became a Scholar (Physician). |
2 |
25 |
Entangled in a bureaucratic or legal morass that distracts Pat Fabble from Pat Fabble's work. |
2 |
25 |
Promoted to Scholar (Physician) rank 1. |
3 |
25 |
Attempted to change assignments. |
3 |
25 |
Switched to Scholar (Scientist) with previous rank. |
3 |
26 |
Make a breakthrough in Pat Fabble's field. |
4 |
29 |
Continued as Scholar (Scientist). |
4 |
31 |
Cheated in some fashion, advancing Pat Fabble's career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. |
4 |
31 |
Gain an Enemy |
4 |
33 |
Promoted to Scholar (Scientist) rank 2. |
5 |
33 |
Continued as Scholar (Scientist). |
5 |
36 |
Advanced training in a specialist field. |
6 |
37 |
Continued as Scholar (Scientist). |
6 |
41 |
Gained a contact. |
6 |
41 |
Promoted to Scholar (Scientist) rank 3. |
7 |
41 |
Continued as Scholar (Scientist). |
7 |
44 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
8 |
45 |
Voluntarily left Scientist |
8 |
45 |
Failed to qualify for Merchant Academy. |
8 |
45 |
Submitted to the draft. |
8 |
45 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
8 |
48 |
Victim of a crime |
8 |
49 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
9 |
49 |
Voluntarily left Merchant Marine |
9 |
49 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
9 |
51 |
Pat Fabble have been following false teachings! |
10 |
51 |
Became a Drifter (Barbarian). |
10 |
53 |
Pat Fabble run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
11 |
53 |
Entered Merchant Academy with the Business curriculum. |
11 |
57 |
Made lifelong friends. Gain 3 Allies. |
11 |
57 |
Graduated. |
12 |
57 |
Switched to Merchant (Broker). |
12 |
57 |
Promoted to Merchant (Broker) rank 1. |
12 |
60 |
A series of bad deals and decisions force Pat Fabble into bankruptcy. Pat Fabble salvages what Pat Fabble can. |
13 |
60 |
Aging Crisis. Owe 30,000 for medical bills. |
13 |
60 |
Retired at age 60. |
13 |
60 |
Returned to Believer (Missionary/Humanitarian). |
13 |
61 |
Pat Fabble retreat from the mundane world for a time in the hope of a revelation, although this affects
your work and relationships. |
13 |
64 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |
14 |
64 |
Aging Crisis. Owe 40,000 for medical bills. |
14 |
64 |
Continued as Believer (Missionary/Humanitarian). |
14 |
65 |
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. |
14 |
68 |
Promoted to Believer (Missionary/Humanitarian) rank 2 with the new title Team Leader. |
15 |
68 |
Aging Crisis. Owe 20,000 for medical bills. |
15 |
68 |
Continued as Believer (Missionary/Humanitarian). |
15 |
69 |
Pat Fabble is sent to a new community or parish to preach The Word among the poor. |
15 |
72 |
Promoted to Believer (Missionary/Humanitarian) rank 3 with the new title Project Leader. |
16 |
72 |
Aging Crisis. Owe 50,000 for medical bills. |
16 |
72 |
Continued as Believer (Missionary/Humanitarian). |
16 |
76 |
Pat Fabble secretly provide religious rites for a dying leader or noble, although they do not share Pat Fabble's faith. Gain an Ally in the family and a Rival who disagrees with Pat Fabble's choice. |
16 |
76 |
Forced to muster out. |
17 |
76 |
Aging Crisis. Owe 40,000 for medical bills. |