Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Corporate). |
1 |
20 |
A revolution, attack or other unusual event throws Johnny Washington's life into chaos, forcing Johnny Washington to leave the planet. |
2 |
20 |
Failed to qualify for Intelligence (Agent). |
2 |
20 |
Became a Drifter (Wanderer). |
2 |
21 |
Johnny Washington run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
3 |
21 |
Failed to qualify for Courier (Scout). |
3 |
21 |
Switched to Drifter (Scavenger). |
3 |
23 |
Betrayed by a friend. One of Johnny Washington's Contacts or Allies betrays Johnny Washington, ending Johnny Washington's career. That Contact or Ally becomes a Rival or Enemy. |
4 |
23 |
Failed to qualify for Artist (Entertainer). |
4 |
23 |
Submitted to the draft. |
4 |
23 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
26 |
Given advanced training in a specialist field |
5 |
27 |
Continued as Merchant (Merchant Marine). |
5 |
30 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
6 |
31 |
Continued as Merchant (Merchant Marine). |
6 |
33 |
Given advanced training in a specialist field |