Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Colonist). |
1 |
19 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
2 |
19 |
Became a Agent (Intelligence). |
2 |
21 |
Harper Peaton's work ends up coming home with Harper Peaton, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
3 |
21 |
Became a Scout (Courier). |
3 |
25 |
Spend several years jumping from world to world in Harper Peaton's scout ship. |
4 |
25 |
Voluntarily left Courier |
4 |
25 |
Entered Merchant Academy with the Business curriculum. |
4 |
26 |
War breaks out, triggering a mandatory draft. |
4 |
26 |
Used social standing to avoid the draft. |
4 |
29 |
Graduated. |
5 |
29 |
Became a Merchant (Broker). |
5 |
29 |
Promoted to Merchant (Broker) rank 1. |
5 |
32 |
Risk Harper Peaton's fortune on a possibility lucrative deal and win. |
6 |
33 |
Continued as Merchant (Broker). |
6 |
36 |
Moved to a new world. |
6 |
37 |
Promoted to Merchant (Broker) rank 2. |