Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Law Enforcement) with the new title Rookie. |
1 |
20 |
Uncover a major conspiracy against Jar Wright's employers. |
1 |
22 |
Promoted to Agent (Law Enforcement) rank 1 with the new title Corporal. |
2 |
22 |
Continued as Agent (Law Enforcement). |
2 |
25 |
Advanced training in a specialist field. |
2 |
26 |
Promoted to Agent (Law Enforcement) rank 2 with the new title Sergeant. |
3 |
26 |
Continued as Agent (Law Enforcement). |
3 |
27 |
Jar Wright's work ends up coming home with Jar Wright, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
4 |
27 |
Became a Merchant (Broker). |
4 |
29 |
Nearly killed. Fully recovered. Owe 11,250 for medical bills. |
5 |
29 |
Became a Drifter (Barbarian). |
5 |
31 |
Jar Wright run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
6 |
31 |
Failed to qualify for Line/Crew (Navy). |
6 |
31 |
Submitted to the draft. |
6 |
31 |
Became a Scout (Courier). |
6 |
34 |
Jar Wright's scout ship is one of the first on the scene to rescue the survivors of a disaster but Jar Wright fail to help. Gain an Enemy. |
6 |
34 |
Severely injured. Fully recovered. Owe 20,000 for medical bills. |
7 |
35 |
Continued as Scout (Courier). |
7 |
36 |
Spend several years jumping from world to world in Jar Wright's scout ship. |
7 |
39 |
Promoted to Scout (Courier) rank 1 with the new title Scout. |
8 |
39 |
Continued as Scout (Courier). |
8 |
40 |
Perform an exemplary service for the scouts. |
9 |
43 |
Continued as Scout (Courier). |
9 |
46 |
Jar Wright spend a great deal of time on the fringes of Charted Space. |
9 |
46 |
Gain a contact in an alien race. |
9 |
47 |
Promoted to Scout (Courier) rank 2. |
10 |
47 |
Continued as Scout (Courier). |
10 |
49 |
Jar Wright survey an alien world. |
10 |
51 |
Forced to muster out. |
11 |
51 |
Aging Crisis. Owe 50,000 for medical bills. |
11 |
51 |
Retired at age 51. |