Term |
Age |
History |
---|
1 |
18 |
Became a Scholar (Physician). |
1 |
19 |
Caught cheating in some fashion, advancing Karl Carrington's career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. |
1 |
19 |
An expedition or voyage goes wrong, leaving Karl Carrington stranded in the wilderness. |
1 |
19 |
Gain an Enemy |
2 |
22 |
Voluntarily left Physician |
2 |
22 |
Became a Agent (Law Enforcement) with the new title Rookie. |
2 |
25 |
Befriended by a senior agent. |
2 |
26 |
Promoted to Agent (Law Enforcement) rank 1 with the new title Corporal. |
3 |
26 |
Continued as Agent (Law Enforcement). |
3 |
27 |
Karl Carrington's work ends up coming home with Karl Carrington, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
4 |
27 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
4 |
29 |
Karl Carrington refuse to secretly provide religious rites for a dying leader or noble, because they do not share Karl Carrington's faith. |
4 |
31 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |
5 |
31 |
Continued as Believer (Missionary/Humanitarian). |
5 |
35 |
Karl Carrington accepted an offer of inducements to betray Karl Carrington's faith. Gain 240,000 in cash. |
5 |
35 |
Promoted to Believer (Missionary/Humanitarian) rank 2 with the new title Team Leader. |
6 |
35 |
Became a Merchant (Free Trader). |
6 |
39 |
Make an unexpected connection outside Karl Carrington's normal circles. Gain a Contact. |
7 |
39 |
Continued as Merchant (Free Trader). |
7 |
41 |
Karl Carrington's ship or starport is destroyed by criminals. Gain them as an Enemy. |
8 |
41 |
Became a Citizen (Worker). |
8 |
43 |
Karl Carrington's business expands, Karl Carrington's corporation grows, or the colony thrives. |
9 |
45 |
Continued as Citizen (Worker). |
9 |
48 |
Karl Carrington is rewarded for Karl Carrington's diligence or cunning. |
9 |
49 |
Promoted to Citizen (Worker) rank 1. |