Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
21 |
Foster Holmes's work ends up coming home with Foster Holmes, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
2 |
21 |
Failed to qualify for Scientist (Scholar). |
2 |
21 |
Became a Drifter (Barbarian). |
2 |
24 |
Betrayed by a friend. One of Foster Holmes's Contacts or Allies betrays Foster Holmes, ending Foster Holmes's career. That Contact or Ally becomes a Rival or Enemy. |
3 |
24 |
Failed to qualify for Colonist (Citizen). |
3 |
24 |
Continued as Drifter (Barbarian). |
3 |
26 |
Nearly killed. Fully recovered. Owe 30,000 for medical bills. |
4 |
26 |
Failed to qualify for Performer (Entertainer). |
4 |
26 |
Submitted to the draft. |
4 |
26 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
30 |
Foster Holmes's ship or starport is destroyed by criminals. Gain them as an Enemy. |
5 |
30 |
Switched to Drifter (Scavenger). |
5 |
34 |
Offered job by a patron. Now owe him a favor. |
5 |
34 |
Promoted to Drifter (Scavenger) rank 1. |
6 |
34 |
Became a Citizen (Corporate). |
6 |
36 |
Foster Holmes's business expands, Foster Holmes's corporation grows, or the colony thrives. |
6 |
38 |
Promoted to Citizen (Corporate) rank 1. |