Term |
Age |
History |
---|
1 |
18 |
Entered the school of hard knocks. |
1 |
22 |
Moved to a new world. |
1 |
22 |
Failed in the school of hard knocks. |
2 |
22 |
Became a Drifter (Scavenger). |
2 |
23 |
Find an Alien Artifact. |
3 |
26 |
Continued as Drifter (Scavenger). |
3 |
27 |
Judson Neal run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
4 |
27 |
Became a Entertainer (Performer). |
4 |
28 |
Encounter a Psionic institute. |
4 |
28 |
Tested for psionic powers |
5 |
31 |
Became a Psion (Adept). |
5 |
35 |
Pick up potentially useful information using Judson Neal's psychic powers. |
6 |
35 |
Voluntarily left Adept |
6 |
35 |
Became a Citizen (Corporate). |
6 |
38 |
Judson Neal learn something Judson Neal should not have – a corporate secret, a political scandal – which Judson Neal can profit from illegally. |
6 |
38 |
Gain a criminal contact. |
6 |
39 |
Promoted to Citizen (Corporate) rank 1. |
7 |
39 |
Continued as Citizen (Corporate). |
7 |
43 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
8 |
43 |
Failed to qualify for Artist (Entertainer). |
8 |
43 |
Submitted to the draft. |
8 |
43 |
Became a Scout (Explorer). |
8 |
47 |
When dealing with an alien race, Judson Neal have an opportunity to gather extra intelligence about them. Gain an Ally in the Imperium |
9 |
47 |
Continued as Scout (Explorer). |
9 |
51 |
Psychologically damaged by Judson Neal's time in the scouts. |
10 |
51 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
10 |
53 |
Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
11 |
55 |
Aging Crisis. Owe 50,000 for medical bills. |
11 |
55 |
Retired at age 55. |