Term |
Age |
History |
---|
1 |
18 |
Became a Rogue (Thief). |
1 |
22 |
A police detective or rival criminal forces George Carson to flee and vows to hunt George Carson down. Gain an Enemy. |
2 |
22 |
Failed to qualify for Infantry (Army). |
2 |
22 |
Became a Drifter (Scavenger). |
2 |
24 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
3 |
24 |
Failed to qualify for Star Marine (Marine). |
3 |
24 |
Switched to Drifter (Barbarian). |
3 |
26 |
Suffer from a life-threatening illness. |
4 |
26 |
Failed to qualify for Broker (Merchant). |
4 |
26 |
Submitted to the draft. |
4 |
26 |
Became a Scout (Explorer). |
4 |
28 |
George Carson's ship is damaged, and George Carson have to hitch-hike George Carson's way back across the stars to the nearest scout base. |
4 |
28 |
Gain 4 Contacts. Gain 1 Enemies. |
5 |
28 |
Returned to Drifter (Barbarian). |
5 |
32 |
Betrayed by a friend. One of George Carson's Contacts or Allies betrays George Carson, ending George Carson's career. That Contact or Ally becomes a Rival or Enemy. |