Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Free Trader). |
1 |
22 |
Make an unexpected connection outside Billy Head's normal circles. Gain a Contact. |
1 |
22 |
Promoted to Merchant (Free Trader) rank 1. |
2 |
22 |
Continued as Merchant (Free Trader). |
2 |
26 |
Nearly killed. Fully recovered. Owe 22,500 for medical bills. |
3 |
26 |
Became a Agent (Intelligence). |
3 |
30 |
Hard times caused by a lack of interstellar trade costs Billy Head's job. |
4 |
30 |
Failed to qualify for Flight (Navy). |
4 |
30 |
Became a Drifter (Wanderer). |
4 |
34 |
Find an Alien Artifact. |
5 |
34 |
Continued as Drifter (Wanderer). |
5 |
36 |
Moved to a new world. |
6 |
38 |
Continued as Drifter (Wanderer). |
6 |
40 |
Attempted a risky adventure and was injured. |
6 |
40 |
Lightly injured, no permanent damage. Fully recovered. |
6 |
42 |
Promoted to Drifter (Wanderer) rank 1. |
7 |
42 |
Continued as Drifter (Wanderer). |
7 |
46 |
Forced to muster out. |
8 |
46 |
Failed to qualify for Physician (Scholar). |
8 |
46 |
Submitted to the draft. |
8 |
46 |
Switched to Agent (Law Enforcement) with the new title Rookie. |
8 |
49 |
Billy Head's work ends up coming home with Billy Head, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |