Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
22 |
A prank goes horribly wrong. Gain a Rival. |
1 |
26 |
Failed as a colonist. |
2 |
26 |
Became a Drifter (Scavenger). |
2 |
29 |
Betrayed by a friend. One of Delphia Dickman's Contacts or Allies betrays Delphia Dickman, ending Delphia Dickman's career. That Contact or Ally becomes a Rival or Enemy. |
3 |
29 |
Became a Noble (Administrator) with the new title Assistant. |
3 |
32 |
Join a conspiracy of nobles that were caught. |
3 |
32 |
An assassin attempts to end Delphia Dickman's life. |
3 |
32 |
Injured. Fully recovered. Owe 1,250 for medical bills. |
4 |
33 |
Continued as Noble (Administrator). |
4 |
34 |
Refuse to join a conspiracy of nobles. Gain an Enemy. |
4 |
37 |
Forced to continue current assignment. |
4 |
37 |
Promoted to Noble (Administrator) rank 1 with the new title Clerk. |
5 |
37 |
Continued as Noble (Administrator). |
5 |
38 |
Delphia Dickman reign is acclaimed by all as being fair and wise – or in the case of a dilettante, Delphia Dickman sponge off Delphia Dickman's family’s wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. |