Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
21 |
Horace McDermot's work ends up coming home with Horace McDermot, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
1 |
22 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
2 |
22 |
Continued as Agent (Intelligence). |
2 |
23 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
3 |
23 |
Failed to qualify for Marine Support (Marine). |
3 |
23 |
Became a Drifter (Scavenger). |
3 |
24 |
Horace McDermot run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
4 |
24 |
Failed to qualify for Explorer (Scout). |
4 |
24 |
Switched to Drifter (Wanderer). |
4 |
27 |
Horace McDermot do not know what happened to Horace McDermot. There is a gap in Horace McDermot's memory. |
5 |
27 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
5 |
30 |
Horace McDermot come into conflict with a splinter group Horace McDermot's own religion which maintains Horace McDermot's version is the wrong one. Gain 3 Rivals. |
6 |
30 |
Failed to qualify for Colonist (Citizen). |
6 |
30 |
Submitted to the draft. |
6 |
30 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
6 |
32 |
Given advanced training in a specialist field |
6 |
34 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
7 |
34 |
Continued as Merchant (Merchant Marine). |
7 |
38 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
8 |
38 |
Continued as Merchant (Merchant Marine). |
8 |
42 |
Given advanced training in a specialist field |
8 |
42 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
9 |
42 |
Continued as Merchant (Merchant Marine). |
9 |
45 |
Given advanced training in a specialist field |