Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Colonist (Citizen). |
1 |
18 |
Became a Drifter (Scavenger). |
1 |
20 |
Scarred. Fully recovered. Owe 5,000 for medical bills. |
2 |
20 |
Became a Scout (Explorer). |
2 |
24 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
3 |
24 |
Became a Scholar (Field Researcher). |
3 |
25 |
Make a breakthrough in Willie Hawkins's field. |
3 |
28 |
Promoted to Scholar (Field Researcher) rank 1. |
4 |
28 |
Continued as Scholar (Field Researcher). |
4 |
32 |
A disaster or war strikes. |
4 |
32 |
Nearly killed. Owe 10,000 for medical bills. |
4 |
32 |
The planetary government interferes with Willie Hawkins's research for political or religious reasons. Willie Hawkins continue working openly and gain an Enemy. |
4 |
32 |
Promoted to Scholar (Field Researcher) rank 2. |
5 |
32 |
Attempted to change assignments. |
5 |
32 |
Failed to qualify for Physician (Scholar). |
5 |
32 |
Continued as Scholar (Field Researcher). |
5 |
36 |
Work for an eccentric but brilliant mentor, who becomes an Ally. |
5 |
36 |
Promoted to Scholar (Field Researcher) rank 3. |
6 |
36 |
Attempted to change assignments. |
6 |
36 |
Failed to qualify for Physician (Scholar). |
6 |
36 |
Continued as Scholar (Field Researcher). |
6 |
38 |
Win a prestigious prize for Willie Hawkins's work. |
6 |
40 |
Promoted to Scholar (Field Researcher) rank 4. |
7 |
40 |
Continued as Scholar (Field Researcher). |
7 |
43 |
Willie Hawkins's work is sabotaged by unknown parties. Willie Hawkins may salvage what Willie Hawkins can and give up. |
8 |
43 |
Failed to qualify for Colonist (Citizen). |
8 |
43 |
Switched to Drifter (Wanderer). |
8 |
45 |
Attacked by enemies that Willie Hawkins easily defeat. |
8 |
45 |
Gain Enemy if Willie Hawkins don't already have one. |
9 |
47 |
Voluntarily left Wanderer |
9 |
47 |
Switched to Scout (Courier) with previous rank. |
9 |
51 |
Gained a contact. |
10 |
51 |
Continued as Scout (Courier). |
10 |
54 |
Spend several years jumping from world to world in Willie Hawkins's scout ship. |
11 |
55 |
Continued as Scout (Courier). |
11 |
57 |
Willie Hawkins's scout ship is one of the first on the scene to rescue the survivors of a disaster but Willie Hawkins fail to help. Gain an Enemy. |
11 |
57 |
Psychologically damaged by Willie Hawkins's time in the scouts. |
11 |
59 |
Promoted to Scout (Courier) rank 1 with the new title Scout. |
12 |
59 |
Continued as Scout (Courier). |
12 |
61 |
Lightly injured, no permanent damage. Fully recovered. |
13 |
61 |
Failed to qualify for Broker (Merchant). |
13 |
61 |
Switched to Drifter (Barbarian). |
13 |
62 |
Drafted into Courier |
13 |
65 |
Promoted to Drifter (Barbarian) rank 1. |
14 |
65 |
Returned to Scout (Courier). |
14 |
66 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
14 |
69 |
Promoted to Scout (Courier) rank 2. |
15 |
69 |
Aging Crisis. Owe 10,000 for medical bills. |
15 |
69 |
Retired at age 69. |
15 |
69 |
Continued as Scout (Courier). |
15 |
72 |
Spend several years jumping from world to world in Willie Hawkins's scout ship. |
15 |
73 |
Forced to muster out. |
16 |
73 |
Aging Crisis. Owe 30,000 for medical bills. |
16 |
73 |
Retired. |
16 |
76 |
Victim of a crime. |
17 |
77 |
Aging Crisis. Owe 50,000 for medical bills. |
17 |
79 |
Birth or Death involving a family member or close friend. |
18 |
81 |
Aging Crisis. Owe 10,000 for medical bills. |
18 |
82 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
19 |
85 |
Aging Crisis. Owe 10,000 for medical bills. |