Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
21 |
Go undercover to investigate an enemy. |
1 |
21 |
A job goes wrong, forcing Johnnie Carr to flee off-planet. |
1 |
22 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
2 |
22 |
Continued as Agent (Intelligence). |
2 |
23 |
Rewarded for a successful mission. |
2 |
26 |
Promoted to Agent (Intelligence) rank 2 with the new title Field Agent. |
3 |
26 |
Continued as Agent (Intelligence). |
3 |
28 |
Johnnie Carr's work ends up coming home with Johnnie Carr, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
4 |
28 |
Failed to qualify for Cavalry (Army). |
4 |
28 |
Submitted to the draft. |
4 |
28 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
29 |
Bankrupted by a rival. Gain the other trader as a Rival. |
5 |
29 |
Failed to qualify for Engineer/Gunner (Navy). |
5 |
29 |
Became a Drifter (Barbarian). |
5 |
32 |
Severely injured. Fully recovered. Owe 30,000 for medical bills. |
6 |
32 |
Became a Rogue (Enforcer). |
6 |
35 |
Moved to a new world. |
6 |
36 |
Promoted to Rogue (Enforcer) rank 1. |