Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Surveyor). |
1 |
20 |
Psychologically damaged by Lee McKenzie's time in the scouts. |
2 |
20 |
Became a Agent (Intelligence). |
2 |
22 |
Lee McKenzie's work ends up coming home with Lee McKenzie, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
3 |
22 |
Became a Citizen (Colonist). |
3 |
23 |
Lee McKenzie gain experience in a technical field as a computer operator or surveyor. |
4 |
26 |
Continued as Citizen (Colonist). |
4 |
30 |
Lee McKenzie's business expands, Lee McKenzie's corporation grows, or the colony thrives. |
4 |
30 |
Promoted to Citizen (Colonist) rank 1. |
5 |
30 |
Continued as Citizen (Colonist). |
5 |
31 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
6 |
31 |
Failed to qualify for Courier (Scout). |
6 |
31 |
Became a Drifter (Barbarian). |
6 |
32 |
Lee McKenzie run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
7 |
32 |
Failed to qualify for Corporate (Citizen). |
7 |
32 |
Switched to Drifter (Scavenger). |
7 |
36 |
Attempted a risky adventure and was wildly successful. |
8 |
36 |
Continued as Drifter (Scavenger). |
8 |
37 |
Nearly killed. Fully recovered. Owe 30,000 for medical bills. |
9 |
37 |
Failed to qualify for Colonist (Citizen). |
9 |
37 |
Switched to Drifter (Wanderer). |
9 |
40 |
Attacked by enemies that Lee McKenzie easily defeat. |
9 |
40 |
Gain Enemy if Lee McKenzie don't already have one. |
10 |
41 |
Aging Crisis. Owe 20,000 for medical bills. |
10 |
41 |
Retired at age 41. |
10 |
41 |
Continued as Drifter (Wanderer). |
10 |
45 |
Promoted to Drifter (Wanderer) rank 1. |
11 |
45 |
Aging Crisis. Owe 60,000 for medical bills. |
11 |
45 |
Continued as Drifter (Wanderer). |
11 |
48 |
Lee McKenzie do not know what happened to Lee McKenzie. There is a gap in Lee McKenzie's memory. |
12 |
48 |
Aging Crisis. Owe 20,000 for medical bills. |
12 |
48 |
Retired. |
12 |
51 |
Moved to a new world. |
13 |
52 |
Aging Crisis. Owe 20,000 for medical bills. |