Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Wanderer). |
1 |
19 |
Suffer from a life-threatening illness. |
2 |
19 |
Became a Scout (Explorer). |
2 |
22 |
Jar Hall survey an alien world. |
2 |
23 |
Promoted to Scout (Explorer) rank 1 with the new title Scout. |
3 |
23 |
Voluntarily left Explorer |
3 |
23 |
Failed to qualify for Worker (Citizen). |
3 |
23 |
Submitted to the draft. |
3 |
23 |
Became a Agent (Law Enforcement) with the new title Rookie. |
3 |
25 |
Jar Hall's work ends up coming home with Jar Hall, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
4 |
25 |
Failed to qualify for Journalist (Entertainer). |
4 |
25 |
Switched to Drifter (Barbarian). |
4 |
29 |
Severely injured. Fully recovered. Owe 2,500 for medical bills. |
5 |
29 |
Became a Merchant (Free Trader). |
5 |
33 |
Make an unexpected connection outside Jar Hall's normal circles. Gain a Contact. |
5 |
33 |
Promoted to Merchant (Free Trader) rank 1. |
6 |
33 |
Continued as Merchant (Free Trader). |
6 |
35 |
Gained a contact. |
6 |
37 |
Promoted to Merchant (Free Trader) rank 2. |
7 |
37 |
Continued as Merchant (Free Trader). |
7 |
40 |
A series of bad deals and decisions force Jar Hall into bankruptcy. Jar Hall salvages what Jar Hall can. |
8 |
40 |
Failed to qualify for Corporate (Citizen). |
8 |
40 |
Returned to Drifter (Wanderer). |
8 |
41 |
Victim of a crime |