Term |
Age |
History |
---|
1 |
18 |
Entered a spacer community. |
1 |
21 |
Made lifelong friends. Gain 2 Allies. |
1 |
19 |
Left the spacer community. |
2 |
19 |
Failed to qualify for Law Enforcement (Agent). |
2 |
19 |
Became a Drifter (Scavenger). |
3 |
23 |
Continued as Drifter (Scavenger). |
3 |
25 |
Betrayed by a friend. One of Phil Drogace's Contacts or Allies betrays Phil Drogace, ending Phil Drogace's career. That Contact or Ally becomes a Rival or Enemy. |
4 |
25 |
Failed to qualify for Engineer/Gunner (Navy). |
4 |
25 |
Switched to Drifter (Wanderer). |
4 |
27 |
Attacked by enemies and injured. |
4 |
27 |
Lightly injured, no permanent damage. Fully recovered. |
4 |
27 |
Gain Enemy if Phil Drogace don't already have one. |
5 |
29 |
Continued as Drifter (Wanderer). |
5 |
31 |
Scarred. Fully recovered. Owe 5,000 for medical bills. |
6 |
31 |
Failed to qualify for Surveyor (Scout). |
6 |
31 |
Submitted to the draft. |
6 |
31 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
6 |
34 |
Make an unexpected connection outside Phil Drogace's normal circles. Gain a Contact. |
7 |
35 |
Continued as Merchant (Merchant Marine). |
7 |
38 |
Risk Phil Drogace's fortune on a possibility lucrative deal and win. |
8 |
39 |
Continued as Merchant (Merchant Marine). |
8 |
43 |
Given advanced training in a specialist field |
9 |
43 |
Continued as Merchant (Merchant Marine). |
9 |
44 |
A good deal ensures Phil Drogace is living the high life for a few years. |
10 |
47 |
Continued as Merchant (Merchant Marine). |
10 |
50 |
Gained a contact. |
10 |
51 |
Forced to muster out. |