Term |
Age |
History |
---|
1 |
18 |
Entered Military Academy(Marine Academy) |
1 |
21 |
A prank goes horribly wrong. Gain an Enemy |
1 |
22 |
Dropped out of military academy. |
2 |
22 |
Became a Drifter (Scavenger). |
2 |
26 |
Young Fallow run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
3 |
26 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
3 |
30 |
Opponents of Young Fallow's belief system ambush Young Fallow. |
3 |
30 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
4 |
30 |
Failed to qualify for Colonist (Citizen). |
4 |
30 |
Submitted to the draft. |
4 |
30 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
33 |
A sudden war destroys Young Fallow's trade routes and contacts, forcing Young Fallow to flee that region of space. |
4 |
33 |
Gain rebels as Enemy |
5 |
33 |
Became a Rogue (Enforcer). |
5 |
37 |
Arrested and charged. |
5 |
37 |
Hired a lawyer to beat the charges. |
5 |
37 |
Promoted to Rogue (Enforcer) rank 1. |
6 |
37 |
Continued as Rogue (Enforcer). |
6 |
38 |
Crime pays off. Gain victim as Enemy. |
6 |
41 |
Promoted to Rogue (Enforcer) rank 2. |
7 |
41 |
Continued as Rogue (Enforcer). |
7 |
44 |
Young Fallow spend months in the dangerous criminal underworld. |