Term |
Age |
History |
---|
1 |
18 |
Entered University. |
1 |
21 |
A prank goes horribly wrong. Gain a Rival. |
1 |
22 |
Graduated. |
2 |
22 |
Became a Agent (Intelligence). |
2 |
26 |
Doctor Batt's work ends up coming home with Doctor Batt, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
3 |
26 |
Became a Drifter (Wanderer). |
3 |
28 |
Doctor Batt run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
4 |
28 |
Failed to qualify for Courier (Scout). |
4 |
28 |
Submitted to the draft. |
4 |
28 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
32 |
Make an unexpected connection outside Doctor Batt's normal circles. Gain a Contact. |
4 |
32 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |