Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Intelligence (Agent). |
1 |
18 |
Became a Drifter (Barbarian). |
1 |
20 |
Juan Carr run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
2 |
20 |
Became a Agent (Law Enforcement) with the new title Rookie. |
2 |
24 |
Advanced training in a specialist field. |
3 |
24 |
Continued as Agent (Law Enforcement). |
3 |
25 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
4 |
25 |
Became a Navy (Line/Crew) with the new title Crewman. |
4 |
28 |
Juan Carr foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
4 |
29 |
Promoted to Navy (Line/Crew) rank 1 with the new title Able Spacehand. |
5 |
29 |
Continued as Navy (Line/Crew). |
5 |
30 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
6 |
33 |
Continued as Navy (Line/Crew). |
6 |
36 |
Accused of a crime |
6 |
37 |
Promoted to Navy (Line/Crew) rank 2 with the new title Petty Officer, 3rd class. |
7 |
37 |
Became a Prisoner (Fixer). |
7 |
41 |
A guard takes a dislike to Juan Carr. |