Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Army Academy (Military Academy). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
20 |
Good fortune |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
25 |
Make an unexpected connection outside Elmo Adams's normal circles. Gain a Contact. |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
28 |
Embroiled in legal trouble. |
3 |
30 |
Forced to muster out. |
4 |
30 |
Became a Drifter (Wanderer). |
4 |
31 |
Lost eye or limb. Owe 5,000 for medical bills. |
5 |
31 |
Failed to qualify for Surveyor (Scout). |
5 |
31 |
Continued as Drifter (Wanderer). |
5 |
33 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
6 |
33 |
Failed to qualify for Thief (Rogue). |
6 |
33 |
Switched to Drifter (Barbarian). |
6 |
37 |
Elmo Adams run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
7 |
37 |
Became a Entertainer (Journalist). |
7 |
39 |
Elmo Adams is betrayed by a peer. One Ally or Contact becomes a Rival or Enemy |
8 |
39 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
8 |
43 |
Elmo Adams retreat from the mundane world for a time in the hope of a revelation, although this affects
your work and relationships. |