Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
22 |
Made lifelong friends. Gain 2 Allies. |
1 |
25 |
Left the colonies. |
2 |
25 |
Became a Citizen (Worker). |
2 |
28 |
Advanced training in a specialist field. |
3 |
29 |
Continued as Citizen (Worker). |
3 |
32 |
Caleb Fisher gain experience in a technical field as a computer operator or surveyor. |
3 |
33 |
Promoted to Citizen (Worker) rank 1. |
4 |
33 |
Continued as Citizen (Worker). |
4 |
35 |
Advanced training in a specialist field. |
4 |
37 |
Promoted to Citizen (Worker) rank 2 with the new title Technician. |
5 |
37 |
Continued as Citizen (Worker). |
5 |
40 |
Caleb Fisher learn something Caleb Fisher should not have – a corporate secret, a political scandal – which Caleb Fisher can profit from illegally. |
5 |
40 |
Gain a criminal contact. |
5 |
41 |
Forced to muster out. |
6 |
41 |
Failed to qualify for Journalist (Entertainer). |
6 |
41 |
Became a Drifter (Barbarian). |
6 |
43 |
Attempted a risky adventure and was wildly successful. |
7 |
45 |
Continued as Drifter (Barbarian). |
7 |
46 |
Caleb Fisher run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
8 |
46 |
Became a Scout (Courier). |
8 |
49 |
Caleb Fisher's scout ship is one of the first on the scene to rescue the survivors of a disaster. Gain a Contact. |
9 |
50 |
Continued as Scout (Courier). |
9 |
51 |
Caleb Fisher have no idea what happened to Caleb Fisher – they found Caleb Fisher's ship drifting on the fringes of friendly space. |
9 |
54 |
Forced to muster out. |
10 |
54 |
Switched to Drifter (Wanderer). |
10 |
55 |
Caleb Fisher do not know what happened to Caleb Fisher. There is a gap in Caleb Fisher's memory. |
11 |
55 |
Aging Crisis. Owe 50,000 for medical bills. |
11 |
55 |
Retired at age 55. |
11 |
55 |
Retired. |
11 |
59 |
Good fortune. |
12 |
59 |
Aging Crisis. Owe 20,000 for medical bills. |