Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Courier). |
1 |
19 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
2 |
19 |
Failed to qualify for Infantry (Army). |
2 |
19 |
Became a Drifter (Wanderer). |
2 |
20 |
Arlie White run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
3 |
20 |
Failed to qualify for Enforcer (Rogue). |
3 |
20 |
Submitted to the draft. |
3 |
20 |
Became a Agent (Law Enforcement) with the new title Rookie. |
3 |
23 |
Arlie White's work ends up coming home with Arlie White, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
4 |
23 |
Failed to qualify for Physician (Scholar). |
4 |
23 |
Switched to Drifter (Scavenger). |
4 |
24 |
Betrayed by a friend. One of Arlie White's Contacts or Allies betrays Arlie White, ending Arlie White's career. That Contact or Ally becomes a Rival or Enemy. |
5 |
24 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
5 |
27 |
Moved to a new world. |
5 |
28 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
6 |
28 |
Continued as Merchant (Merchant Marine). |