Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Barbarian). |
1 |
19 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
2 |
19 |
Failed to qualify for Ground Assault (Marine). |
2 |
19 |
Switched to Drifter (Wanderer). |
2 |
21 |
Hope Keiler run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
3 |
21 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
3 |
25 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
3 |
25 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
4 |
25 |
Continued as Merchant (Merchant Marine). |
4 |
28 |
Risk Hope Keiler's fortune on a possibility lucrative deal and win. |
5 |
29 |
Continued as Merchant (Merchant Marine). |
5 |
33 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
6 |
33 |
Voluntarily left Merchant Marine |
6 |
33 |
Became a Scout (Explorer). |
6 |
34 |
Psychologically damaged by Hope Keiler's time in the scouts. |
7 |
34 |
Became a Entertainer (Artist). |
7 |
36 |
One of Hope Keiler's pieces of art is stolen, and the investigation brings Hope Keiler into the criminal underworld. |
7 |
38 |
Promoted to Entertainer (Artist) rank 1. |