Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Colonist). |
1 |
20 |
Hard times caused by a lack of interstellar trade costs Walker Hand Walker Hand's job. |
2 |
20 |
Became a Agent (Law Enforcement) with the new title Rookie. |
2 |
22 |
An investigation takes on a dangerous turn. |
2 |
22 |
Refused a deal with criminal or other figure under investigation. Gain an Enemy |
2 |
24 |
Promoted to Agent (Law Enforcement) rank 1 with the new title Corporal. |
3 |
24 |
Continued as Agent (Law Enforcement). |
3 |
26 |
Established a network of contacts. Gain 3 contacts. |
4 |
28 |
Continued as Agent (Law Enforcement). |
4 |
29 |
Go undercover to investigate an enemy. |
4 |
29 |
A job goes wrong, forcing Walker Hand to flee off-planet. |
4 |
32 |
Promoted to Agent (Law Enforcement) rank 2 with the new title Sergeant. |
5 |
32 |
Continued as Agent (Law Enforcement). |
5 |
33 |
Hard times caused by a lack of interstellar trade costs Walker Hand's job. |
6 |
33 |
Failed to qualify for Pirate (Rogue). |
6 |
33 |
Submitted to the draft. |
6 |
33 |
Became a Soulhunter (Soulhunter Support) with the new title Least Claw. |
6 |
37 |
Foiled an attempted crime onboard Walker Hand's ship or in Walker Hand's unit, such as mutiny, sabotage, smuggling, or conspiracy. Gain an enemy |
6 |
37 |
Promoted to Soulhunter (Soulhunter Support) rank 1 with the new title Third Claw. |
7 |
37 |
Continued as Soulhunter (Soulhunter Support). |
7 |
39 |
Assigned a black ops mission. |
7 |
41 |
Promoted to Soulhunter (Soulhunter Support) rank 2 with the new title Second Claw. |
8 |
41 |
Attempted to change assignments. |
8 |
41 |
Failed to qualify for Commando (Soulhunter). |
8 |
41 |
Continued as Soulhunter (Soulhunter Support). |
8 |
44 |
Given a special assignment or duty on board Walker Hand's ship. |
8 |
45 |
Promoted to Soulhunter (Soulhunter Support) rank 3 with the new title First Claw. |
9 |
45 |
Voluntarily left Soulhunter Support |
9 |
45 |
Failed to qualify for Courier (Scout). |
9 |
45 |
Became a Drifter (Scavenger). |
9 |
48 |
Attacked by enemies that Walker Hand easily defeat. |
9 |
48 |
Gain Enemy if Walker Hand don't already have one. |
9 |
49 |
Promoted to Drifter (Scavenger) rank 1. |
10 |
49 |
Aging Crisis. Owe 10,000 for medical bills. |
10 |
49 |
Retired at age 49. |
10 |
49 |
Continued as Drifter (Scavenger). |
10 |
52 |
Lost eye or limb. Owe 5,000 for medical bills. |
11 |
52 |
Aging Crisis. Owe 50,000 for medical bills. |
11 |
52 |
Retired. |
11 |
53 |
Gained a contact. |
12 |
56 |
Aging Crisis. Owe 30,000 for medical bills. |
12 |
58 |
A new romantic starts. Gain an Ally. |
13 |
60 |
Aging Crisis. Owe 30,000 for medical bills. |
13 |
63 |
Good fortune. |
14 |
64 |
Aging Crisis. Owe 40,000 for medical bills. |
14 |
68 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
15 |
68 |
Aging Crisis. Owe 60,000 for medical bills. |
15 |
72 |
Betrayal. Convert an Ally into a Rival or Enemy. |
16 |
72 |
Aging Crisis. Owe 50,000 for medical bills. |
16 |
76 |
Moved to a new world. |
17 |
76 |
Aging Crisis. Owe 50,000 for medical bills. |
17 |
78 |
Accused of a crime. |
18 |
80 |
Aging Crisis. Owe 20,000 for medical bills. |
18 |
83 |
Gained a contact. |
19 |
84 |
Aging Crisis. Owe 30,000 for medical bills. |
19 |
87 |
Good fortune. |
20 |
88 |
Aging Crisis. Owe 30,000 for medical bills. |