Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Scavenger). |
1 |
21 |
Erepa-te Ka run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
2 |
21 |
Became a Merchant (Free Trader). |
2 |
24 |
Bankrupted by a rival. Gain the other trader as a Rival. |
3 |
24 |
Failed to qualify for Field Researcher (Scholar). |
3 |
24 |
Returned to Drifter (Scavenger). |
3 |
27 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
4 |
27 |
Failed to qualify for Explorer (Scout). |
4 |
27 |
Submitted to the draft. |
4 |
27 |
Became a Scout (Courier). |
4 |
29 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
5 |
29 |
Became a Citizen (Corporate). |
5 |
32 |
Severely injured. Fully recovered. Owe 2,500 for medical bills. |
6 |
32 |
Switched to Merchant (Merchant Marine) with the new title Crewman. |
7 |
36 |
Aging Crisis. Owe 20,000 for medical bills. |
7 |
36 |
Retired at age 36. |