Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Law Enforcement) with the new title Rookie. |
1 |
20 |
Nita Carr's work ends up coming home with Nita Carr, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
2 |
20 |
Failed to qualify for University. |
2 |
20 |
Submitted to the draft. |
2 |
20 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
22 |
Make an unexpected connection outside Nita Carr's normal circles. Gain a Contact. |
3 |
24 |
Continued as Merchant (Merchant Marine). |
3 |
28 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
4 |
28 |
Failed to qualify for Colonist (Citizen). |
4 |
28 |
Became a Drifter (Scavenger). |
4 |
31 |
Betrayed by a friend. One of Nita Carr's Contacts or Allies betrays Nita Carr, ending Nita Carr's career. That Contact or Ally becomes a Rival or Enemy. |