Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Engineer/Gunner (Navy). |
1 |
18 |
Became a Drifter (Wanderer). |
1 |
22 |
Attacked by enemies and injured. |
1 |
22 |
Severely injured. Fully recovered. Owe 10,000 for medical bills. |
1 |
22 |
Gain Enemy if John Watts don't already have one. |
1 |
22 |
Promoted to Drifter (Wanderer) rank 1. |
2 |
22 |
Continued as Drifter (Wanderer). |
2 |
25 |
Find valuable salvage. |
2 |
26 |
Promoted to Drifter (Wanderer) rank 2. |
3 |
26 |
Voluntarily left Wanderer |
3 |
26 |
Failed to qualify for Corporate (Citizen). |
3 |
26 |
Submitted to the draft. |
3 |
26 |
Became a Scout (Surveyor). |
3 |
28 |
Spend several years jumping from world to world in John Watts's scout ship. |
4 |
30 |
Continued as Scout (Surveyor). |
4 |
33 |
When dealing with an alien race, John Watts botch an opportunity to gather extra intelligence about them. |
4 |
33 |
John Watts's ship is damaged, and John Watts have to hitch-hike John Watts's way back across the stars to the nearest scout base. |
4 |
33 |
Gain 5 Contacts. Gain 1 Enemies. |
5 |
34 |
Continued as Scout (Surveyor). |
5 |
35 |
John Watts's scout ship is one of the first on the scene to rescue the survivors of a disaster but John Watts fail to help. Gain an Enemy. |
5 |
35 |
John Watts's ship is damaged, and John Watts have to hitch-hike John Watts's way back across the stars to the nearest scout base. |
5 |
35 |
Gain 6 Contacts. Gain 1 Enemies. |
6 |
38 |
Continued as Scout (Surveyor). |
6 |
40 |
John Watts's ship is ambushed by enemy vessels. Attempted to run but caught and ship is destroyed. |
7 |
42 |
Became a Believer (Mainstream Believer) with the new title Lay Person. |
7 |
46 |
John Watts retreat from the mundane world for a time in the hope of a revelation, although this affects
your work and relationships. |
8 |
46 |
Continued as Believer (Mainstream Believer). |
8 |
50 |
John Watts retreat from the mundane world for a time in the hope of a revelation, although this affects
your work and relationships. |
8 |
50 |
Forced to muster out. |
9 |
50 |
Failed to qualify for Merchant Marine (Merchant). |
9 |
50 |
Switched to Drifter (Scavenger). |
9 |
52 |
Scarred. Fully recovered. Owe 5,000 for medical bills. |
10 |
52 |
Switched to Believer (Holy Warrior) with the new title Hopeful. |
10 |
55 |
John Watts aid a follower back to the True Path but this angers a friend or relative. Gain an Enemy. |
11 |
55 |
Aging Crisis. Owe 20,000 for medical bills. |
11 |
55 |
Retired at age 55. |
11 |
55 |
Retired. |
11 |
58 |
Moved to a new world. |
12 |
59 |
Aging Crisis. Owe 60,000 for medical bills. |
12 |
63 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
13 |
63 |
Aging Crisis. Owe 20,000 for medical bills. |
13 |
67 |
Good fortune. |
14 |
67 |
Aging Crisis. Owe 30,000 for medical bills. |
14 |
69 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
15 |
71 |
Aging Crisis. Owe 60,000 for medical bills. |
15 |
75 |
Gained a contact. |
16 |
75 |
Aging Crisis. Owe 10,000 for medical bills. |
16 |
79 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
17 |
79 |
Aging Crisis. Owe 30,000 for medical bills. |
17 |
81 |
A new romantic starts. Gain an Ally. |
18 |
83 |
Aging Crisis. Owe 10,000 for medical bills. |