Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Colonist). |
1 |
22 |
A revolution, attack or other unusual event throws Will Mason's life into chaos, forcing Will Mason to leave the planet. |
2 |
22 |
Became a Agent (Intelligence). |
2 |
23 |
Will Mason's work ends up coming home with Will Mason, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
3 |
23 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
3 |
27 |
Will Mason secretly provide religious rites for a dying leader or noble, although they do not share Will Mason's faith. Gain an Ally in the family and a Rival who disagrees with Will Mason's choice. |
4 |
27 |
Continued as Believer (Missionary/Humanitarian). |
4 |
28 |
Will Mason retreat from the mundane world for a time in the hope of a revelation, although this affects
your work and relationships. |
4 |
31 |
Forced to muster out. |
5 |
31 |
Became a Entertainer (Journalist). |
5 |
34 |
An investigation, tour, project or expedition goes wrong, stranding Will Mason far from home. |
6 |
34 |
Became a Drifter (Wanderer). |
6 |
36 |
Attempted a risky adventure and was sent to prison. |
6 |
38 |
Promoted to Drifter (Wanderer) rank 1. |
7 |
38 |
Became a Prisoner (Fixer). |
7 |
42 |
A guard takes a dislike to Will Mason. |
8 |
42 |
Switched to Prisoner (Inmate) with previous rank. |
8 |
43 |
Persecuted by a prison gang. |
9 |
46 |
Continued as Prisoner (Inmate). |
9 |
48 |
The warden takes an interest in Will Mason's case. |
10 |
50 |
Returned to Prisoner (Fixer). |
10 |
52 |
Persecuted by a prison gang. |