Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
20 |
Earl Donoughoe's work ends up coming home with Earl Donoughoe, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
2 |
20 |
Became a Noble (Diplomat) with the new title Intern. |
2 |
23 |
Good fortune |
2 |
24 |
Promoted to Noble (Diplomat) rank 1 with the new title 3rd Secretary. |
3 |
24 |
Voluntarily left Diplomat |
3 |
24 |
Failed to qualify for Merchant Academy. |
3 |
24 |
Submitted to the draft. |
3 |
24 |
Became a Scout (Explorer). |
3 |
28 |
When dealing with an alien race, Earl Donoughoe botch an opportunity to gather extra intelligence about them. |
3 |
28 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
4 |
28 |
Continued as Scout (Explorer). |
4 |
29 |
Spend several years jumping from world to world in Earl Donoughoe's scout ship. |
5 |
32 |
Continued as Scout (Explorer). |
5 |
36 |
When dealing with an alien race, Earl Donoughoe botch an opportunity to gather extra intelligence about them. |
5 |
36 |
Severely injured. Fully recovered. Owe 5,000 for medical bills. |
5 |
36 |
Promoted to Scout (Explorer) rank 1 with the new title Scout. |
6 |
36 |
Voluntarily left Explorer |
6 |
36 |
Became a Citizen (Worker). |
6 |
37 |
Earl Donoughoe learn something Earl Donoughoe should not have – a corporate secret, a political scandal – which Earl Donoughoe can profit from illegally. |
6 |
40 |
Promoted to Citizen (Worker) rank 1. |
7 |
40 |
Continued as Citizen (Worker). |
7 |
42 |
Earl Donoughoe's business expands, Earl Donoughoe's corporation grows, or the colony thrives. |
7 |
44 |
Promoted to Citizen (Worker) rank 2 with the new title Technician. |
8 |
44 |
Continued as Citizen (Worker). |
8 |
46 |
A new romantic starts. Gain an Ally. |
8 |
48 |
Promoted to Citizen (Worker) rank 3. |
9 |
48 |
Continued as Citizen (Worker). |
9 |
49 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
10 |
49 |
Entered Merchant Academy with the Shipboard curriculum. |
10 |
50 |
Made lifelong friends. Gain 3 Allies. |
10 |
51 |
Dropped out of the merchant academy. |
11 |
51 |
Aging Crisis. Owe 50,000 for medical bills. |
11 |
51 |
Retired at age 51. |
11 |
51 |
Continued as Citizen (Worker). |
11 |
53 |
Advanced training in a specialist field. |
11 |
55 |
Promoted to Citizen (Worker) rank 4 with the new title Craftsman. |
12 |
55 |
Aging Crisis. Owe 10,000 for medical bills. |
12 |
55 |
Continued as Citizen (Worker). |
12 |
59 |
Earl Donoughoe's business expands, Earl Donoughoe's corporation grows, or the colony thrives. |
13 |
59 |
Aging Crisis. Owe 10,000 for medical bills. |
13 |
59 |
Continued as Citizen (Worker). |
13 |
61 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
13 |
63 |
Forced to muster out. |
14 |
63 |
Aging Crisis. Owe 20,000 for medical bills. |
14 |
63 |
Became a Believer (Mainstream Believer) with the new title Lay Person. |
14 |
67 |
Earl Donoughoe refuse to secretly provide religious rites for a dying leader or noble, because they do not share Earl Donoughoe's faith. |
14 |
67 |
Forced to continue current assignment. |
14 |
67 |
Promoted to Believer (Mainstream Believer) rank 1 with the new title Initiate. |
15 |
67 |
Aging Crisis. Owe 40,000 for medical bills. |
15 |
67 |
Continued as Believer (Mainstream Believer). |
15 |
70 |
Earl Donoughoe accepted an offer of inducements to betray Earl Donoughoe's faith. Gain 920,000 in cash. |
16 |
71 |
Aging Crisis. Owe 40,000 for medical bills. |
16 |
71 |
Retired. |
16 |
74 |
Moved to a new world. |
17 |
75 |
Aging Crisis. Owe 40,000 for medical bills. |
17 |
78 |
Moved to a new world. |
18 |
79 |
Aging Crisis. Owe 30,000 for medical bills. |