Term |
Age |
History |
---|
1 |
18 |
Became a Entertainer (Journalist). |
1 |
20 |
Nearly killed. Owe 5,000 for medical bills. |
2 |
20 |
Became a Army (Infantry) with the new title Private. |
2 |
22 |
Thrown into a brutal ground war |
2 |
22 |
Lightly injured, no permanent damage. Fully recovered. |
3 |
24 |
Continued as Army (Infantry). |
3 |
27 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
4 |
28 |
Continued as Army (Infantry). |
4 |
29 |
Advanced training in a specialist field |
5 |
32 |
Continued as Army (Infantry). |
5 |
35 |
Injured. Fully recovered. Owe 1,250 for medical bills. |
6 |
35 |
Became a Drifter (Wanderer). |
6 |
36 |
Robert Ward run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
7 |
36 |
Failed to qualify for Colonist (Citizen). |
7 |
36 |
Submitted to the draft. |
7 |
36 |
Became a Scout (Explorer). |
7 |
38 |
Robert Ward's scout ship is one of the first on the scene to rescue the survivors of a disaster. Gain a Contact. |
7 |
40 |
Promoted to Scout (Explorer) rank 1 with the new title Scout. |
8 |
40 |
Voluntarily left Explorer |
8 |
40 |
Became a Merchant (Free Trader). |
8 |
41 |
Make an unexpected connection outside Robert Ward's normal circles. Gain a Contact. |
9 |
44 |
Continued as Merchant (Free Trader). |
9 |
46 |
Given advanced training in a specialist field |
9 |
48 |
Promoted to Merchant (Free Trader) rank 1. |
10 |
48 |
Voluntarily left Free Trader |
10 |
48 |
Failed to qualify for Merchant Academy. |
10 |
48 |
Switched to Drifter (Barbarian). |
10 |
52 |
Betrayed by a friend. One of Robert Ward's Contacts or Allies betrays Robert Ward, ending Robert Ward's career. That Contact or Ally becomes a Rival or Enemy. |
11 |
52 |
Aging Crisis. Owe 30,000 for medical bills. |
11 |
52 |
Retired at age 52. |