Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
19 |
Advanced training in a specialist field. |
2 |
22 |
Continued as Agent (Intelligence). |
2 |
24 |
Squire Roan's work ends up coming home with Squire Roan, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
3 |
24 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
3 |
28 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
4 |
28 |
Became a Drifter (Scavenger). |
4 |
31 |
Squire Roan run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
5 |
31 |
Failed to qualify for Colonist (Citizen). |
5 |
31 |
Switched to Drifter (Wanderer). |
5 |
35 |
Squire Roan do not know what happened to Squire Roan. There is a gap in Squire Roan's memory. |