Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Colonist). |
1 |
22 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
2 |
22 |
Failed to qualify for Army Support (Army). |
2 |
22 |
Submitted to the draft. |
2 |
22 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
24 |
Make an unexpected connection outside George Terry's normal circles. Gain a Contact. |
2 |
26 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
28 |
A series of bad deals and decisions force George Terry into bankruptcy. George Terry salvages what George Terry can. |
4 |
28 |
Became a Drifter (Scavenger). |
4 |
29 |
Attacked by enemies and injured. |
4 |
29 |
Lightly injured, no permanent damage. Fully recovered. |
4 |
29 |
Gain Enemy if George Terry don't already have one. |
4 |
32 |
Promoted to Drifter (Scavenger) rank 1. |
5 |
32 |
Continued as Drifter (Scavenger). |
5 |
35 |
George Terry do not know what happened to George Terry. There is a gap in George Terry's memory. |
6 |
35 |
Failed to qualify for Field Researcher (Scholar). |
6 |
35 |
Switched to Drifter (Wanderer). |
6 |
38 |
Betrayed by a friend. One of George Terry's Contacts or Allies betrays George Terry, ending George Terry's career. That Contact or Ally becomes a Rival or Enemy. |
7 |
38 |
Failed to qualify for Free Trader (Merchant). |
7 |
38 |
Returned to Drifter (Scavenger). |
7 |
42 |
Contact with Government. |
7 |
42 |
Promoted to Drifter (Scavenger) rank 2. |
8 |
42 |
Continued as Drifter (Scavenger). |
8 |
46 |
Suffer from a life-threatening illness. |