Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Corporate Agent). |
1 |
20 |
James Rice's work ends up coming home with James Rice, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
2 |
20 |
Became a Citizen (Worker). |
2 |
22 |
James Rice's business expands, James Rice's corporation grows, or the colony thrives. |
3 |
24 |
Continued as Citizen (Worker). |
3 |
27 |
A revolution, attack or other unusual event throws James Rice's life into chaos, forcing James Rice to leave the planet. |
4 |
27 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
28 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
5 |
31 |
Voluntarily left Merchant Marine |
5 |
31 |
Became a Rogue (Pirate) with the new title Lackey. |
5 |
34 |
James Rice spend months in the dangerous criminal underworld. |
5 |
35 |
Promoted to Rogue (Pirate) rank 1 with the new title Henchman. |
6 |
35 |
Continued as Rogue (Pirate). |
6 |
39 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
6 |
39 |
Promoted to Rogue (Pirate) rank 2 with the new title Corporal. |
7 |
39 |
Continued as Rogue (Pirate). |
7 |
42 |
A police detective or rival criminal forces James Rice to flee and vows to hunt James Rice down. Gain an Enemy. |
8 |
42 |
Became a Drifter (Scavenger). |
8 |
45 |
Find valuable salvage. |
8 |
46 |
Promoted to Drifter (Scavenger) rank 1. |
9 |
46 |
Continued as Drifter (Scavenger). |
9 |
48 |
Attacked by enemies that James Rice easily defeat. |
9 |
48 |
Gain Enemy if James Rice don't already have one. |
9 |
50 |
Promoted to Drifter (Scavenger) rank 2. |
10 |
50 |
Continued as Drifter (Scavenger). |
10 |
51 |
James Rice run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
11 |
51 |
Failed to qualify for Merchant Academy. |
11 |
51 |
Continued as Drifter (Scavenger). |
11 |
54 |
Betrayed by a friend. One of James Rice's Contacts or Allies betrays James Rice, ending James Rice's career. That Contact or Ally becomes a Rival or Enemy. |
12 |
54 |
Failed to qualify for Merchant Academy. |
12 |
54 |
Submitted to the draft. |
12 |
54 |
Became a Marine (Ground Assault) with the new title Marine. |
12 |
56 |
Severely injured. Fully recovered. Owe 7,500 for medical bills. |
13 |
56 |
Switched to Drifter (Barbarian). |
13 |
58 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
14 |
58 |
Aging Crisis. Owe 30,000 for medical bills. |
14 |
58 |
Retired at age 58. |
14 |
58 |
Retired. |
14 |
59 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
15 |
62 |
Aging Crisis. Owe 60,000 for medical bills. |
15 |
65 |
Moved to a new world. |
16 |
66 |
Aging Crisis. Owe 60,000 for medical bills. |
16 |
69 |
Betrayal. Convert an Ally into a Rival or Enemy. |
17 |
70 |
Aging Crisis. Owe 10,000 for medical bills. |
17 |
72 |
Betrayal. Convert an Ally into a Rival or Enemy. |
18 |
74 |
Aging Crisis. Owe 60,000 for medical bills. |
18 |
77 |
Moved to a new world. |
19 |
78 |
Aging Crisis. Owe 50,000 for medical bills. |
19 |
81 |
A new romantic starts. Gain an Ally. |
20 |
82 |
Aging Crisis. Owe 40,000 for medical bills. |
20 |
84 |
Spend time with an alien race. Gain a contact. |
21 |
86 |
Aging Crisis. Owe 20,000 for medical bills. |