Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
22 |
Moved to a new world. |
1 |
27 |
Left the colonies. |
2 |
27 |
Failed to qualify for Merchant Marine (Merchant). |
2 |
27 |
Submitted to the draft. |
2 |
27 |
Became a Agent (Law Enforcement) with the new title Rookie. |
2 |
30 |
Given specialist training in vehicles. |
2 |
31 |
Promoted to Agent (Law Enforcement) rank 1 with the new title Corporal. |
3 |
31 |
Continued as Agent (Law Enforcement). |
3 |
35 |
Sidney Magrath's work ends up coming home with Sidney Magrath, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
4 |
35 |
Became a Drifter (Barbarian). |
4 |
39 |
Promoted to Drifter (Barbarian) rank 1. |
5 |
39 |
Continued as Drifter (Barbarian). |
5 |
42 |
Find valuable salvage. |
5 |
43 |
Promoted to Drifter (Barbarian) rank 2 with the new title Warrior. |
6 |
43 |
Continued as Drifter (Barbarian). |
6 |
47 |
Moved to a new world. |
7 |
47 |
Continued as Drifter (Barbarian). |
7 |
50 |
Sidney Magrath run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
8 |
50 |
Became a Believer (Mainstream Believer) with the new title Lay Person. |
8 |
52 |
Sidney Magrath is involved in good works in the community, gaining the respect of a large segment of
society. Gain SOC +1 and an Ally. |
8 |
54 |
Forced to muster out. |
9 |
54 |
Became a Scout (Explorer). |
9 |
58 |
Spend several years jumping from world to world in Sidney Magrath's scout ship. |
10 |
58 |
Attempted to change assignments. |
10 |
58 |
Failed to qualify for Surveyor (Scout). |
10 |
58 |
Continued as Scout (Explorer). |
10 |
61 |
Lightly injured, no permanent damage. Fully recovered. |
11 |
61 |
Switched to Drifter (Scavenger). |
11 |
62 |
Betrayed by a friend. One of Sidney Magrath's Contacts or Allies betrays Sidney Magrath, ending Sidney Magrath's career. That Contact or Ally becomes a Rival or Enemy. |