Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Engineer/Gunner (Navy). |
1 |
18 |
Became a Drifter (Scavenger). |
1 |
22 |
Attacked by enemies and injured. |
1 |
22 |
Severely injured. Fully recovered. Owe 10,000 for medical bills. |
1 |
22 |
Gain Enemy if Judd Marsden don't already have one. |
1 |
22 |
Promoted to Drifter (Scavenger) rank 1. |
2 |
22 |
Voluntarily left Scavenger |
2 |
22 |
Became a Agent (Law Enforcement) with the new title Rookie. |
2 |
25 |
Judd Marsden went above and beyond the call of duty. |
2 |
26 |
Promoted to Agent (Law Enforcement) rank 1 with the new title Corporal. |
3 |
26 |
Continued as Agent (Law Enforcement). |
3 |
27 |
Judd Marsden's work ends up coming home with Judd Marsden, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
4 |
27 |
Failed to qualify for Performer (Entertainer). |
4 |
27 |
Submitted to the draft. |
4 |
27 |
Became a Marine (Star Marine) with the new title Marine. |
4 |
30 |
Judd Marsden is ordered to take part in a black ops mission that goes against Judd Marsden's conscience. Gain the lone survivor as an Enemy. |
5 |
30 |
Switched to Drifter (Wanderer). |
5 |
34 |
Judd Marsden run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
6 |
34 |
Became a Believer (Holy Warrior) with the new title Hopeful. |
6 |
36 |
Judd Marsden aid a follower back to the True Path but this angers a friend or relative. Gain an Enemy. |
7 |
36 |
Entered Merchant Academy with the Shipboard curriculum. |
7 |
40 |
Graduated. |