Term |
Age |
History |
---|
1 |
18 |
Entered Military Academy(Naval Academy) |
1 |
20 |
Gained a contact. |
1 |
20 |
Dropped out of military academy. |
2 |
20 |
Became a Agent (Corporate Agent). |
2 |
24 |
Advanced training in a specialist field. |
3 |
24 |
Continued as Agent (Corporate Agent). |
3 |
26 |
Etha Mcandrew's work ends up coming home with Etha Mcandrew, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
4 |
26 |
Became a Citizen (Worker). |
4 |
29 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
5 |
30 |
Continued as Citizen (Worker). |
5 |
34 |
Severely injured. Fully recovered. Owe 5,000 for medical bills. |
6 |
34 |
Failed to qualify for Explorer (Scout). |
6 |
34 |
Became a Drifter (Scavenger). |
6 |
36 |
Betrayed by a friend. One of Etha Mcandrew's Contacts or Allies betrays Etha Mcandrew, ending Etha Mcandrew's career. That Contact or Ally becomes a Rival or Enemy. |
7 |
36 |
Became a Scout (Courier). |
7 |
40 |
Victim of a crime |
8 |
40 |
Continued as Scout (Courier). |
8 |
44 |
Etha Mcandrew's scout ship is one of the first on the scene to rescue the survivors of a disaster but Etha Mcandrew fail to help. Gain an Enemy. |
8 |
44 |
Etha Mcandrew have no idea what happened to Etha Mcandrew – they found Etha Mcandrew's ship drifting on the fringes of friendly space. |