Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
21 |
Maxwell Paul's work ends up coming home with Maxwell Paul, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
2 |
21 |
Failed to qualify for Cavalry (Army). |
2 |
21 |
Became a Drifter (Wanderer). |
2 |
24 |
Attacked by enemies and injured. |
2 |
24 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
2 |
24 |
Gain Enemy if Maxwell Paul don't already have one. |
3 |
25 |
Voluntarily left Wanderer |
3 |
25 |
Became a Scout (Surveyor). |
3 |
28 |
Maxwell Paul spend a great deal of time on the fringes of Charted Space. |
3 |
28 |
Gain a contact in an alien race. |
4 |
29 |
Continued as Scout (Surveyor). |
4 |
30 |
Moved to a new world. |
5 |
33 |
Continued as Scout (Surveyor). |
5 |
37 |
Maxwell Paul have no idea what happened to Maxwell Paul – they found Maxwell Paul's ship drifting on the fringes of friendly space. |