Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
22 |
A prank goes horribly wrong. Gain an Enemy |
1 |
27 |
Failed as a colonist. |
2 |
27 |
Failed to qualify for Worker (Citizen). |
2 |
27 |
Became a Drifter (Wanderer). |
3 |
31 |
Continued as Drifter (Wanderer). |
3 |
35 |
Attempted a risky adventure and was injured. |
3 |
35 |
Severely injured. Fully recovered. Owe 30,000 for medical bills. |
3 |
35 |
Forced to muster out. |
4 |
35 |
Failed to qualify for Enforcer (Rogue). |
4 |
35 |
Submitted to the draft. |
4 |
35 |
Became a Agent (Law Enforcement) with the new title Rookie. |
4 |
36 |
Lightly injured, no permanent damage. Fully recovered. |
5 |
36 |
Returned to Drifter (Wanderer). |
5 |
40 |
Betrayed by a friend. One of Phillip Enright's Contacts or Allies betrays Phillip Enright, ending Phillip Enright's career. That Contact or Ally becomes a Rival or Enemy. |
6 |
40 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
6 |
44 |
Phillip Enright retreat from the mundane world for a time in the hope of a revelation, although this affects
your work and relationships. |
7 |
44 |
Aging Crisis. Owe 60,000 for medical bills. |
7 |
44 |
Retired at age 44. |
7 |
44 |
Continued as Believer (Missionary/Humanitarian). |
7 |
46 |
Phillip Enright refused an offer of inducements to betray Phillip Enright's faith. Gain 4 enemies. |