Term |
Age |
History |
---|
1 |
18 |
Became a Army (Cavalry) with the new title Private. |
1 |
20 |
Advanced training in a specialist field |
1 |
22 |
Commissioned in Army (Cavalry) with the new title Lieutenant. |
1 |
22 |
Promoted to Army (Cavalry) officer rank 2 with the new title Captain. |
2 |
22 |
Voluntarily left Cavalry |
2 |
22 |
Failed to qualify for Corporate Agent (Agent). |
2 |
22 |
Became a Drifter (Scavenger). |
2 |
26 |
Moved to a new world. |
2 |
26 |
Promoted to Drifter (Scavenger) rank 1. |
3 |
26 |
Voluntarily left Scavenger |
3 |
26 |
Failed to qualify for Free Trader (Merchant). |
3 |
26 |
Submitted to the draft. |
3 |
26 |
Became a Agent (Law Enforcement) with the new title Rookie. |
3 |
30 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
4 |
30 |
Failed to qualify for Corporate (Citizen). |
4 |
30 |
Switched to Drifter (Barbarian). |
4 |
34 |
Find valuable salvage. |
5 |
34 |
Continued as Drifter (Barbarian). |
5 |
35 |
Giskun run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
6 |
35 |
Failed to qualify for Performer (Entertainer). |
6 |
35 |
Switched to Drifter (Wanderer). |
7 |
39 |
Continued as Drifter (Wanderer). |
7 |
40 |
Good fortune |
8 |
43 |
Voluntarily left Wanderer |
8 |
43 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
8 |
44 |
Giskun aid a follower back to the True Path but this angers a friend or relative. Gain an Enemy. |
9 |
44 |
Returned to Drifter (Scavenger). |
9 |
47 |
Survived a risky adventure but gained nothing. |
10 |
48 |
Continued as Drifter (Scavenger). |
10 |
49 |
Giskun do not know what happened to Giskun. There is a gap in Giskun's memory. |
11 |
49 |
Switched to Believer (Holy Warrior) with the new title Hopeful. |
11 |
52 |
Opponents of Giskun's belief system ambush Giskun. |
11 |
52 |
Severely injured. Fully recovered. Owe 5,000 for medical bills. |
12 |
52 |
Aging Crisis. Owe 30,000 for medical bills. |
12 |
52 |
Retired at age 52. |
12 |
52 |
Retired. |
12 |
55 |
A new romantic starts. Gain an Ally. |
13 |
56 |
Aging Crisis. Owe 20,000 for medical bills. |
13 |
58 |
Moved to a new world. |
14 |
60 |
Aging Crisis. Owe 50,000 for medical bills. |
14 |
62 |
Betrayal. Convert an Ally into a Rival or Enemy. |
15 |
64 |
Aging Crisis. Owe 10,000 for medical bills. |