Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
22 |
Made lifelong friends. Gain 3 Allies. |
1 |
27 |
Failed as a colonist. |
2 |
27 |
Became a Scholar (Scientist). |
2 |
31 |
A disaster leaves several injured, and others blame Sampson Mcarthy, forcing Sampson Mcarthy to leave Sampson Mcarthy's career. Gain a Rival. |
2 |
31 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
3 |
31 |
Became a Scout (Surveyor). |
3 |
35 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
4 |
35 |
Continued as Scout (Surveyor). |
4 |
38 |
Sampson Mcarthy's ship is damaged, and Sampson Mcarthy have to hitch-hike Sampson Mcarthy's way back across the stars to the nearest scout base. |
4 |
38 |
Gain 2 Contacts. Gain 2 Enemies. |
5 |
38 |
Failed to qualify for Journalist (Entertainer). |
5 |
38 |
Became a Drifter (Barbarian). |
5 |
40 |
Offered job by a patron. Now owe him a favor. |
6 |
42 |
Became a Agent (Law Enforcement) with the new title Rookie. |
6 |
44 |
Befriended by a senior agent. |
6 |
46 |
Promoted to Agent (Law Enforcement) rank 1 with the new title Corporal. |
7 |
46 |
Continued as Agent (Law Enforcement). |
7 |
50 |
Birth or Death involving a family member or close friend. |
7 |
50 |
Forced to muster out. |