Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Explorer). |
1 |
21 |
When dealing with an alien race, Ernest Taylor botch an opportunity to gather extra intelligence about them. |
1 |
21 |
Ernest Taylor's ship is damaged, and Ernest Taylor have to hitch-hike Ernest Taylor's way back across the stars to the nearest scout base. |
1 |
21 |
Gain 5 Contacts. Gain 3 Enemies. |
1 |
22 |
Promoted to Scout (Explorer) rank 1 with the new title Scout. |
2 |
22 |
Continued as Scout (Explorer). |
2 |
23 |
Ernest Taylor's scout ship is one of the first on the scene to rescue the survivors of a disaster but Ernest Taylor fail to help. Gain an Enemy. |
2 |
23 |
Ernest Taylor inadvertently cause a conflict between the Imperium and a minor world or race. Gain a Rival. |
3 |
26 |
Continued as Scout (Explorer). |
3 |
28 |
Ernest Taylor's ship is ambushed by enemy vessels. Attempted to bargain with them but fail and the ship is destroyed. |
4 |
30 |
Became a Agent (Corporate Agent). |
4 |
33 |
An investigation takes on a dangerous turn. |
5 |
34 |
Continued as Agent (Corporate Agent). |
5 |
38 |
Given specialist training in vehicles. |
5 |
38 |
Promoted to Agent (Corporate Agent) rank 1 with the new title Agent. |
6 |
38 |
Continued as Agent (Corporate Agent). |
6 |
42 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
6 |
42 |
Promoted to Agent (Corporate Agent) rank 2 with the new title Field Agent. |
7 |
42 |
Continued as Agent (Corporate Agent). |
7 |
43 |
Ernest Taylor's work ends up coming home with Ernest Taylor, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
8 |
43 |
Failed to qualify for Merchant Academy. |
8 |
43 |
Submitted to the draft. |
8 |
43 |
Became a Navy (Flight) with the new title Crewman. |
8 |
46 |
Advanced training in a specialist field. |
8 |
47 |
Promoted to Navy (Flight) rank 1 with the new title Able Spacehand. |
9 |
47 |
Continued as Navy (Flight). |
9 |
49 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
10 |
49 |
Became a Merchant (Free Trader). |
10 |
53 |
A good deal ensures Ernest Taylor is living the high life for a few years. |
11 |
53 |
Voluntarily left Free Trader |
11 |
53 |
Failed to qualify for Performer (Entertainer). |
11 |
53 |
Became a Drifter (Wanderer). |
11 |
54 |
Severely injured. Fully recovered. Owe 5,000 for medical bills. |
12 |
54 |
Failed to qualify for Broker (Merchant). |
12 |
54 |
Switched to Drifter (Scavenger). |
12 |
55 |
Betrayed by a friend. One of Ernest Taylor's Contacts or Allies betrays Ernest Taylor, ending Ernest Taylor's career. That Contact or Ally becomes a Rival or Enemy. |
13 |
55 |
Aging Crisis. Owe 10,000 for medical bills. |
13 |
55 |
Retired at age 55. |
13 |
55 |
Retired. |
13 |
56 |
Moved to a new world. |
14 |
59 |
Aging Crisis. Owe 20,000 for medical bills. |
14 |
60 |
Betrayal. Convert an Ally into a Rival or Enemy. |
15 |
63 |
Aging Crisis. Owe 50,000 for medical bills. |