Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
19 |
Donie McDonaugh's work ends up coming home with Donie McDonaugh, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
2 |
19 |
Became a Merchant (Broker). |
2 |
21 |
Given advanced training in a specialist field |
3 |
23 |
Continued as Merchant (Broker). |
3 |
27 |
Donie McDonaugh's ship or starport is destroyed by criminals. Gain them as an Enemy. |
4 |
27 |
Failed to qualify for Worker (Citizen). |
4 |
27 |
Submitted to the draft. |
4 |
27 |
Switched to Merchant (Merchant Marine) with the new title Crewman. |
4 |
28 |
A series of bad deals and decisions force Donie McDonaugh into bankruptcy. Donie McDonaugh salvages what Donie McDonaugh can. |
5 |
28 |
Failed to qualify for Scientist (Scholar). |
5 |
28 |
Became a Drifter (Barbarian). |
5 |
31 |
Moved to a new world. |
6 |
32 |
Continued as Drifter (Barbarian). |
6 |
36 |
Promoted to Drifter (Barbarian) rank 1. |
7 |
36 |
Continued as Drifter (Barbarian). |
8 |
40 |
Continued as Drifter (Barbarian). |
8 |
44 |
Attacked by enemies that Donie McDonaugh easily defeat. |
8 |
44 |
Gain Enemy if Donie McDonaugh don't already have one. |
8 |
44 |
Forced to muster out. |