Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Courier). |
1 |
20 |
Perform an exemplary service for the scouts. |
2 |
22 |
Continued as Scout (Courier). |
2 |
25 |
Sampson Johnson's scout ship is one of the first on the scene to rescue the survivors of a disaster but Sampson Johnson fail to help. Gain an Enemy. |
2 |
25 |
Severely injured. Owe 20,000 for medical bills. |
3 |
26 |
Attempted to change assignments. |
3 |
26 |
Switched to Scout (Surveyor) with previous rank. |
3 |
30 |
Psychologically damaged by Sampson Johnson's time in the scouts. |
4 |
30 |
Failed to qualify for Physician (Scholar). |
4 |
30 |
Became a Drifter (Wanderer). |
4 |
32 |
Betrayed by a friend. One of Sampson Johnson's Contacts or Allies betrays Sampson Johnson, ending Sampson Johnson's career. That Contact or Ally becomes a Rival or Enemy. |
5 |
32 |
Became a Entertainer (Journalist). |
5 |
35 |
One of Sampson Johnson's pieces of art is stolen, and the investigation brings Sampson Johnson into the criminal underworld. |
5 |
36 |
Promoted to Entertainer (Journalist) rank 1 with the new title Freelancer. |
6 |
36 |
Continued as Entertainer (Journalist). |
6 |
40 |
Victim of a crime |
6 |
40 |
Promoted to Entertainer (Journalist) rank 2 with the new title Staff Writer. |
7 |
40 |
Continued as Entertainer (Journalist). |
7 |
43 |
An investigation, tour, project or expedition goes wrong, stranding Sampson Johnson far from home. |
8 |
43 |
Aging Crisis. Owe 40,000 for medical bills. |
8 |
43 |
Retired at age 43. |
8 |
43 |
Retired. |
8 |
47 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
9 |
47 |
Aging Crisis. Owe 60,000 for medical bills. |
9 |
48 |
Good fortune. |
10 |
51 |
Aging Crisis. Owe 60,000 for medical bills. |
10 |
54 |
Betrayal. Convert an Ally into a Rival or Enemy. |
11 |
55 |
Aging Crisis. Owe 10,000 for medical bills. |
11 |
57 |
Good fortune. |
12 |
59 |
Aging Crisis. Owe 10,000 for medical bills. |
12 |
61 |
Good fortune. |
13 |
63 |
Aging Crisis. Owe 20,000 for medical bills. |