Term |
Age |
History |
---|
1 |
18 |
Entered the school of hard knocks. |
1 |
22 |
Join a social movement. |
1 |
22 |
Failed in the school of hard knocks. |
2 |
22 |
Became a Agent (Intelligence). |
2 |
26 |
Refused a deal with criminal or other figure under investigation. Gain an Enemy |
3 |
26 |
Failed to qualify for Worker (Citizen). |
3 |
26 |
Became a Drifter (Scavenger). |
3 |
29 |
Offered job by a patron. Now owe him a favor. |
3 |
30 |
Promoted to Drifter (Scavenger) rank 1. |
4 |
30 |
Returned to Agent (Intelligence). |
4 |
34 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
4 |
34 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
5 |
34 |
Continued as Agent (Intelligence). |
5 |
37 |
Accepted a deal with criminal or other figure under investigation. |
6 |
37 |
Switched to Drifter (Barbarian). |
6 |
39 |
Encounter a Psionic institute. |
6 |
39 |
Tested for psionic powers |
6 |
41 |
Promoted to Drifter (Barbarian) rank 1. |
7 |
41 |
Continued as Drifter (Barbarian). |
7 |
43 |
Drafted into Merchant Marine |
7 |
45 |
Promoted to Drifter (Barbarian) rank 2 with the new title Warrior. |
8 |
45 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
8 |
46 |
Make an unexpected connection outside Gene Foy's normal circles. Gain a Contact. |