Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Wanderer). |
1 |
21 |
Attacked by enemies and injured. |
1 |
21 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
1 |
21 |
Gain Enemy if Fannie Ellis don't already have one. |
2 |
22 |
Continued as Drifter (Wanderer). |
2 |
25 |
Fannie Ellis run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
3 |
25 |
Became a Agent (Law Enforcement) with the new title Rookie. |
3 |
27 |
Established a network of contacts. Gain 1 contacts. |
3 |
29 |
Promoted to Agent (Law Enforcement) rank 1 with the new title Corporal. |
4 |
29 |
Continued as Agent (Law Enforcement). |
4 |
30 |
Accepted a deal with criminal or other figure under investigation. |
5 |
30 |
Became a Scout (Explorer). |
5 |
32 |
Fannie Ellis's ship is damaged, and Fannie Ellis have to hitch-hike Fannie Ellis's way back across the stars to the nearest scout base. |
5 |
32 |
Gain 5 Contacts. Gain 1 Enemies. |
6 |
32 |
Failed to qualify for Worker (Citizen). |
6 |
32 |
Submitted to the draft. |
6 |
32 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
6 |
36 |
Make an unexpected connection outside Fannie Ellis's normal circles. Gain a Contact. |
6 |
36 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
7 |
36 |
Continued as Merchant (Merchant Marine). |
7 |
40 |
Given advanced training in a specialist field |
8 |
40 |
Continued as Merchant (Merchant Marine). |
8 |
42 |
Make an unexpected connection outside Fannie Ellis's normal circles. Gain a Contact. |
9 |
44 |
Aging Crisis. Owe 40,000 for medical bills. |
9 |
44 |
Retired at age 44. |