Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Scavenger). |
1 |
20 |
Hobert Walker run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
2 |
20 |
Became a Scout (Courier). |
2 |
24 |
Perform an exemplary service for the scouts. |
3 |
24 |
Attempted to change assignments. |
3 |
24 |
Failed to qualify for Surveyor (Scout). |
3 |
24 |
Continued as Scout (Courier). |
3 |
27 |
Gained a contact. |
4 |
28 |
Voluntarily left Courier |
4 |
28 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
4 |
32 |
Amnesia. |
5 |
32 |
Voluntarily left Missionary/Humanitarian |
5 |
32 |
Became a Citizen (Corporate). |
5 |
33 |
Hobert Walker gain experience in a technical field as a computer operator or surveyor. |
5 |
36 |
Promoted to Citizen (Corporate) rank 1. |
6 |
36 |
Continued as Citizen (Corporate). |
6 |
38 |
Hobert Walker is rewarded for Hobert Walker's diligence or cunning. |
7 |
40 |
Continued as Citizen (Corporate). |
7 |
41 |
A revolution, attack or other unusual event throws Hobert Walker's life into chaos, forcing Hobert Walker to leave the planet. |
8 |
41 |
Returned to Drifter (Scavenger). |
8 |
45 |
Promoted to Drifter (Scavenger) rank 1. |