Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
20 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
2 |
20 |
Became a Rogue (Enforcer). |
2 |
22 |
Refuse to backstab a fellow rogue for personal gain. Gain an Ally |
3 |
24 |
Continued as Rogue (Enforcer). |
3 |
26 |
Nearly killed. Owe 17,500 for medical bills. |
4 |
26 |
Became a Citizen (Colonist). |
4 |
28 |
Injured. Fully recovered. Owe 2,500 for medical bills. |
5 |
28 |
Failed to qualify for Ground Assault (Marine). |
5 |
28 |
Submitted to the draft. |
5 |
28 |
Became a Navy (Flight) with the new title Crewman. |
5 |
32 |
Johnnie White foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
5 |
32 |
Promoted to Navy (Flight) rank 1 with the new title Able Spacehand. |
6 |
32 |
Continued as Navy (Flight). |
6 |
36 |
Refuse to abuse Johnnie White's position for profit. |
6 |
36 |
Promoted to Navy (Flight) rank 2 with the new title Petty Officer, 3rd class. |
7 |
36 |
Continued as Navy (Flight). |
7 |
40 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
8 |
40 |
Became a Merchant (Broker). |
8 |
41 |
A good deal ensures Johnnie White is living the high life for a few years. |
8 |
44 |
Promoted to Merchant (Broker) rank 1. |