Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
1 |
22 |
Vessel participates in a notable military engagement. |
2 |
22 |
Voluntarily left Engineer/Gunner |
2 |
22 |
Became a Agent (Law Enforcement) with the new title Rookie. |
2 |
24 |
Clare Hand's work ends up coming home with Clare Hand, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
3 |
24 |
Failed to qualify for Scientist (Scholar). |
3 |
24 |
Became a Drifter (Scavenger). |
3 |
25 |
Betrayed by a friend. One of Clare Hand's Contacts or Allies betrays Clare Hand, ending Clare Hand's career. That Contact or Ally becomes a Rival or Enemy. |
4 |
25 |
Failed to qualify for Corporate (Citizen). |
4 |
25 |
Submitted to the draft. |
4 |
25 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
28 |
Given advanced training in a specialist field |
5 |
29 |
Continued as Merchant (Merchant Marine). |
5 |
31 |
A sudden war destroys Clare Hand's trade routes and contacts, forcing Clare Hand to flee that region of space. |
5 |
31 |
Gain rebels as Enemy |
6 |
31 |
Became a Believer (Mainstream Believer) with the new title Lay Person. |
6 |
33 |
Clare Hand retreat from the mundane world for a time in the hope of a revelation, although this affects
your work and relationships. |
7 |
35 |
Continued as Believer (Mainstream Believer). |
7 |
36 |
Clare Hand retreat from the mundane world for a time in the hope of a revelation, although this affects
your work and relationships. |