Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Broker). |
1 |
22 |
Make an unexpected connection outside Ruth Cook's normal circles. Gain a Contact. |
2 |
22 |
Continued as Merchant (Broker). |
2 |
25 |
Given advanced training in a specialist field |
2 |
26 |
Forced to muster out. |
3 |
26 |
Became a Scout (Courier). |
3 |
28 |
Ruth Cook's scout ship is one of the first on the scene to rescue the survivors of a disaster but Ruth Cook fail to help. Gain an Enemy. |
3 |
28 |
Injured. Fully recovered. Owe 5,000 for medical bills. |
4 |
30 |
Continued as Scout (Courier). |
4 |
34 |
Ruth Cook's ship is ambushed by enemy vessels. Attempted to bargain with them but fail and the ship is destroyed. |
5 |
34 |
Failed to qualify for Artist (Entertainer). |
5 |
34 |
Became a Drifter (Wanderer). |
5 |
37 |
Attacked by enemies that Ruth Cook easily defeat. |
5 |
37 |
Gain Enemy if Ruth Cook don't already have one. |
5 |
38 |
Promoted to Drifter (Wanderer) rank 1. |
6 |
38 |
Continued as Drifter (Wanderer). |
6 |
41 |
Offered job by a patron. Now owe him a favor. |