Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Scavenger). |
1 |
19 |
Betrayed by a friend. One of Ward Johnson's Contacts or Allies betrays Ward Johnson, ending Ward Johnson's career. That Contact or Ally becomes a Rival or Enemy. |
2 |
19 |
Entered University. |
2 |
23 |
Join a social movement. |
2 |
23 |
Graduated with honors. |
3 |
23 |
Continued as Drifter (Scavenger). |
3 |
26 |
Suffer from a life-threatening illness. |
4 |
26 |
Became a Citizen (Colonist). |
4 |
29 |
Ward Johnson's business expands, Ward Johnson's corporation grows, or the colony thrives. |
4 |
30 |
Promoted to Citizen (Colonist) rank 1. |
5 |
30 |
Continued as Citizen (Colonist). |
5 |
32 |
Ward Johnson learn something Ward Johnson should not have – a corporate secret, a political scandal – which Ward Johnson can profit from illegally. |
5 |
34 |
Promoted to Citizen (Colonist) rank 2 with the new title Settler. |
6 |
34 |
Continued as Citizen (Colonist). |
6 |
36 |
Nearly killed. Fully recovered. Owe 10,000 for medical bills. |
7 |
36 |
Switched to Drifter (Barbarian). |
7 |
40 |
Ward Johnson do not know what happened to Ward Johnson. There is a gap in Ward Johnson's memory. |
8 |
40 |
Became a Agent (Law Enforcement) with the new title Rookie. |
8 |
44 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |