Term |
Age |
History |
---|
1 |
18 |
Tested for psionic powers |
1 |
18 |
Entered a psionic community. |
1 |
19 |
Join a social movement. |
1 |
21 |
Dropped out of the psionic community. |
2 |
21 |
Became a Agent (Intelligence). |
2 |
22 |
Forrest McNab's work ends up coming home with Forrest McNab, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
3 |
22 |
Became a Drifter (Scavenger). |
3 |
26 |
Betrayed by a friend. One of Forrest McNab's Contacts or Allies betrays Forrest McNab, ending Forrest McNab's career. That Contact or Ally becomes a Rival or Enemy. |
4 |
26 |
Became a Prisoner (Fixer). |
4 |
28 |
A guard takes a dislike to Forrest McNab. |
5 |
30 |
Switched to Prisoner (Thug) with previous rank. |
5 |
31 |
Severely injured. Fully recovered. Owe 15,000 for medical bills. |
6 |
34 |
Switched to Prisoner (Inmate) with previous rank. |
6 |
35 |
Disgraced. Word of Forrest McNab's criminal past reaches Forrest McNab's homeworld. |
7 |
38 |
Returned to Prisoner (Thug). |
7 |
41 |
Injured. Fully recovered. Owe 5,000 for medical bills. |