Term | History |
1 | Became a Corporate Agent at age 18 |
1 | Go undercover to investigate an enemy. |
1 | Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. |
1 | Promoted to rank 1 |
1 | Is now a Agent |
2 | Continued as Corporate Agent at age 22 |
2 | You go above and beyond the call of duty. |
2 | Promoted to rank 2 |
2 | Is now a Field Agent |
3 | Continued as Corporate Agent at age 26 |
3 | Uncover a major conspiracy against your employers. |
3 | Promoted to rank 3 |
4 | Continued as Corporate Agent at age 30 |
4 | Advanced training in a specialist field. |
4 | Forced to muster out. |
5 | Became a Engineer/Gunner at age 34 |
5 | Is now a Crewman |
5 | During a battle, defeat or victory depends on your actions. The ship suffers severe damage and you are blamed for the disaster. You are court - martialled and discharged. |
6 | Became a Thief at age 38 |
6 | Involved in the planning of an impressive heist. |
6 | Promoted to rank 1 |
7 | Continued as Thief at age 42 |
7 | Scarred. Fully recovered. Owe 10,000 for medical bills. |
8 | Became a Wanderer at age 46 |
8 | Contact with Government. |
9 | Continued as Wanderer at age 50 |
9 | Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. |
10 | Switched to Flight at age 54 |
10 | You are tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival. |
11 | Returned to Engineer/Gunner at age 58 |
11 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
11 | Promoted to Engineer/Gunner rank 1 |
11 | Is now a Able Spacehand |
12 | Aging Crisis. Owe 40,000 for medical bills. |