Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Merchant Academy. |
1 |
18 |
Became a Drifter (Wanderer). |
2 |
22 |
Continued as Drifter (Wanderer). |
2 |
26 |
Betrayed by a friend. One of Armand McDonaugh's Contacts or Allies betrays Armand McDonaugh, ending Armand McDonaugh's career. That Contact or Ally becomes a Rival or Enemy. |
3 |
26 |
Failed to qualify for Enforcer (Rogue). |
3 |
26 |
Continued as Drifter (Wanderer). |
3 |
30 |
Promoted to Drifter (Wanderer) rank 1. |
4 |
30 |
Continued as Drifter (Wanderer). |
4 |
33 |
Survived a risky adventure but gained nothing. |
5 |
34 |
Continued as Drifter (Wanderer). |
5 |
35 |
Find valuable salvage. |
6 |
38 |
Continued as Drifter (Wanderer). |
6 |
41 |
Drafted into Explorer |
6 |
42 |
Forced to muster out. |
7 |
42 |
Became a Scout (Explorer). |
7 |
43 |
Lightly injured, no permanent damage. Fully recovered. |
8 |
43 |
Became a Agent (Intelligence). |
8 |
44 |
Armand McDonaugh's work ends up coming home with Armand McDonaugh, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
9 |
44 |
Aging Crisis. Owe 30,000 for medical bills. |
9 |
44 |
Retired at age 44. |
9 |
44 |
Retired. |
9 |
48 |
Victim of a crime. |
10 |
48 |
Aging Crisis. Owe 20,000 for medical bills. |
10 |
52 |
Birth or Death involving a family member or close friend. |
11 |
52 |
Aging Crisis. Owe 40,000 for medical bills. |