Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
21 |
Go undercover to investigate an enemy. |
1 |
21 |
A revolution, attack or other unusual event throws Erick Jack's life into chaos, forcing Erick Jack to leave the planet. |
1 |
22 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
2 |
22 |
Continued as Agent (Intelligence). |
2 |
24 |
Erick Jack's work ends up coming home with Erick Jack, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
3 |
24 |
Failed to qualify for Scientist (Scholar). |
3 |
24 |
Submitted to the draft. |
3 |
24 |
Switched to Agent (Law Enforcement) with the new title Rookie. |
3 |
26 |
Scarred. Fully recovered. Owe 2,500 for medical bills. |
4 |
26 |
Failed to qualify for Line/Crew (Navy). |
4 |
26 |
Became a Drifter (Wanderer). |
4 |
28 |
Erick Jack do not know what happened to Erick Jack. There is a gap in Erick Jack's memory. |
5 |
28 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
5 |
31 |
Erick Jack come into conflict with a splinter group Erick Jack's own religion which maintains Erick Jack's version is the wrong one. Gain 3 Rivals. |
6 |
31 |
Returned to Drifter (Wanderer). |
6 |
35 |
Attempted a risky adventure and was wildly successful. |
7 |
35 |
Continued as Drifter (Wanderer). |
7 |
38 |
Find valuable salvage. |
7 |
39 |
Promoted to Drifter (Wanderer) rank 1. |
8 |
39 |
Voluntarily left Wanderer |
8 |
39 |
Returned to Believer (Missionary/Humanitarian). |
8 |
42 |
Erick Jack refused an offer of inducements to betray Erick Jack's faith. Gain 4 enemies. |
8 |
43 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |
9 |
43 |
Aging Crisis. Owe 10,000 for medical bills. |
9 |
43 |
Retired at age 43. |