Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Barbarian). |
1 |
20 |
Nearly killed. Owe 15,000 for medical bills. |
2 |
20 |
Became a Shaper Priest (Academic) with the new title Novice. |
2 |
21 |
A new romantic starts. Gain an Ally. |
3 |
24 |
Voluntarily left Academic |
3 |
24 |
Became a Agent (Intelligence). |
3 |
28 |
Go undercover to investigate an enemy. |
3 |
25 |
Elmer Cole's business expands, Elmer Cole's corporation grows, or the colony thrives. |
3 |
28 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
4 |
28 |
Continued as Agent (Intelligence). |
4 |
31 |
Elmer Cole's work ends up coming home with Elmer Cole, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
5 |
31 |
Failed to qualify for Field Researcher (Scholar). |
5 |
31 |
Returned to Drifter (Barbarian). |
5 |
35 |
Elmer Cole run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
6 |
35 |
Failed to qualify for Performer (Entertainer). |
6 |
35 |
Switched to Drifter (Wanderer). |
6 |
36 |
Suffer from a life-threatening illness. |
7 |
36 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
7 |
37 |
Good fortune |
8 |
40 |
Aging Crisis. Owe 10,000 for medical bills. |
8 |
40 |
Retired at age 40. |
8 |
40 |
Continued as Merchant (Merchant Marine). |
8 |
43 |
A series of bad deals and decisions force Elmer Cole into bankruptcy. Elmer Cole salvages what Elmer Cole can. |
9 |
43 |
Aging Crisis. Owe 40,000 for medical bills. |
9 |
43 |
Retired. |
9 |
44 |
Contact with Government. |
10 |
47 |
Aging Crisis. Owe 10,000 for medical bills. |
10 |
50 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
11 |
51 |
Aging Crisis. Owe 20,000 for medical bills. |