Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
19 |
Finis Johnston's work ends up coming home with Finis Johnston, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
2 |
19 |
Became a Citizen (Colonist). |
2 |
23 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
3 |
23 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
3 |
25 |
Befriend a useful ally in one sphere. Gain an Ally. |
3 |
27 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
4 |
27 |
Continued as Merchant (Merchant Marine). |
4 |
30 |
Make an unexpected connection outside Finis Johnston's normal circles. Gain a Contact. |
5 |
31 |
Continued as Merchant (Merchant Marine). |
5 |
35 |
Given advanced training in a specialist field |
6 |
35 |
Voluntarily left Merchant Marine |
6 |
35 |
Became a Drifter (Scavenger). |
6 |
37 |
Finis Johnston do not know what happened to Finis Johnston. There is a gap in Finis Johnston's memory. |
7 |
37 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
7 |
40 |
Finis Johnston accepted an offer of inducements to betray Finis Johnston's faith. Gain 310,000 in cash. |
8 |
41 |
Switched to Drifter (Wanderer). |
8 |
45 |
Nearly killed. Fully recovered. Owe 15,000 for medical bills. |
9 |
45 |
Returned to Believer (Missionary/Humanitarian). |
9 |
49 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
10 |
49 |
Continued as Believer (Missionary/Humanitarian). |
10 |
52 |
Birth or Death involving a family member or close friend. |
10 |
53 |
Forced to muster out. |
11 |
53 |
Aging Crisis. Owe 40,000 for medical bills. |
11 |
53 |
Retired at age 53. |
11 |
53 |
Retired. |
11 |
56 |
Good fortune. |
12 |
57 |
Aging Crisis. Owe 50,000 for medical bills. |
12 |
61 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
13 |
61 |
Aging Crisis. Owe 10,000 for medical bills. |