Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Engineer/Gunner (Navy). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Army (Infantry) with the new title Private. |
1 |
19 |
Sent to a very unpleasant region (jungle, swamp, desert, icecap, urban) to battle against guerrilla fighters and rebels. Discharged because of stress, injury or because the government wishes to bury the whole incident. |
1 |
19 |
Gain rebels as Enemy |
2 |
19 |
Became a Citizen (Corporate). |
2 |
22 |
Walker Head learn something Walker Head should not have – a corporate secret, a political scandal – which Walker Head can profit from illegally. |
2 |
22 |
Gain a criminal contact. |
3 |
23 |
Continued as Citizen (Corporate). |
3 |
24 |
Walker Head's business expands, Walker Head's corporation grows, or the colony thrives. |
4 |
27 |
Voluntarily left Corporate |
4 |
27 |
Became a Drifter (Barbarian). |
4 |
28 |
Scarred. Owe 5,000 for medical bills. |
5 |
28 |
Failed to qualify for Merchant Marine (Merchant). |
5 |
28 |
Switched to Drifter (Wanderer). |
5 |
29 |
Walker Head run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
6 |
29 |
Failed to qualify for Artist (Entertainer). |
6 |
29 |
Switched to Drifter (Scavenger). |
6 |
32 |
Find valuable salvage. |
6 |
33 |
Promoted to Drifter (Scavenger) rank 1. |