Term |
Age |
History |
---|
1 |
18 |
Tested for psionic powers |
1 |
18 |
Entered a psionic community. |
1 |
20 |
A prank goes horribly wrong. Gain an Enemy |
1 |
21 |
Dropped out of the psionic community. |
2 |
21 |
Became a Scholar (Field Researcher). |
2 |
24 |
Nearly killed. |
3 |
24 |
Became a Agent (Law Enforcement) with the new title Rookie. |
3 |
26 |
Go undercover to investigate an enemy. |
3 |
26 |
Severely injured. Fully recovered. Owe 2,500 for medical bills. |
3 |
28 |
Promoted to Agent (Law Enforcement) rank 1 with the new title Corporal. |
4 |
28 |
Continued as Agent (Law Enforcement). |
4 |
30 |
Kirk Armstrong's work ends up coming home with Kirk Armstrong, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
5 |
30 |
Failed to qualify for Colonist (Citizen). |
5 |
30 |
Became a Drifter (Wanderer). |
5 |
33 |
Drafted into Merchant Marine |
5 |
34 |
Promoted to Drifter (Wanderer) rank 1. |
6 |
34 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
6 |
37 |
A good deal ensures Kirk Armstrong is living the high life for a few years. |
6 |
38 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
7 |
38 |
Continued as Merchant (Merchant Marine). |
7 |
41 |
Embroiled in legal trouble. |
7 |
42 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
8 |
42 |
Continued as Merchant (Merchant Marine). |
8 |
43 |
Risk Kirk Armstrong's fortune on a possibility lucrative deal and win. |
9 |
46 |
Aging Crisis. Owe 30,000 for medical bills. |
9 |
46 |
Retired at age 46. |
9 |
46 |
Continued as Merchant (Merchant Marine). |
9 |
49 |
Lost eye or limb. Fully recovered. Owe 2,500 for medical bills. |
10 |
49 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
10 |
53 |
Someone more charismatic but less devout than Kirk Armstrong has become Kirk Armstrong's superior. |
11 |
53 |
Aging Crisis. Owe 60,000 for medical bills. |