Term | History |
1 | Became a Wanderer at age 18 |
1 | Find Ancient Technology. |
2 | Continued as Wanderer at age 22 |
2 | Lightly injured, no permanent damage. Fully recovered. |
3 | Became a Courier at age 26 |
3 | Your scout ship is one of the first on the scene to rescue the survivors of a disaster but you fail to help. Gain an Enemy. |
3 | Psychologically damaged by your time in the scouts. |
4 | Continued as Courier at age 30 |
4 | Encounter a Psionic institute. |
4 | Tested for psionic powers |
4 | Promoted to rank 1 |
4 | Is now a Scout |
5 | Continued as Courier at age 34 |
5 | Spend several years jumping from world to world in your scout ship. |
5 | Promoted to rank 2 |
6 | Continued as Courier at age 38 |
6 | Your scout ship is one of the first on the scene to rescue the survivors of a disaster but you fail to help. Gain an Enemy. |
6 | Psychologically damaged by your time in the scouts. |
7 | Continued as Courier at age 42 |
7 | Spend several years jumping from world to world in your scout ship. |
7 | Promoted to rank 3 |
7 | Is now a Senior Scout |
8 | Continued as Courier at age 46 |
8 | Perform an exemplary service for the scouts. |
8 | Promoted to rank 4 |
9 | Continued as Courier at age 50 |
9 | Perform an exemplary service for the scouts. |
9 | Forced to muster out. |
10 | Became a Law Enforcement at age 54 |
10 | Is now a Rookie |
10 | Established a network of contacts. Gain 2 contacts. |
10 | Promoted to rank 1 |
10 | Is now a Corporal |
11 | Continued as Law Enforcement at age 58 |
11 | Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
12 | Aging Crisis. Owe 30,000 for medical bills. |
12 | Retired at age 62 |
12 | Gained a contact. |
13 | Aging Crisis. Owe 40,000 for medical bills. |
13 | Betrayal. Convert an Ally into a Rival or Enemy. |
14 | Aging Crisis. Owe 40,000 for medical bills. |
14 | Birth or Death involving a family member or close friend. |
15 | Aging Crisis. Owe 20,000 for medical bills. |