Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
20 |
Advanced training in a specialist field. |
2 |
22 |
Continued as Agent (Intelligence). |
2 |
26 |
Injured. Fully recovered. |
3 |
26 |
Became a Drifter (Wanderer). |
3 |
27 |
Offered job by a patron. Now owe him a favor. |
3 |
30 |
Forced to continue current assignment. |
3 |
30 |
Promoted to Drifter (Wanderer) rank 1. |
4 |
30 |
Continued as Drifter (Wanderer). |
4 |
34 |
Hulda Pierce run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
5 |
34 |
Failed to qualify for Courier (Scout). |
5 |
34 |
Submitted to the draft. |
5 |
34 |
Switched to Agent (Law Enforcement) with the new title Rookie. |
5 |
36 |
Hulda Pierce's work ends up coming home with Hulda Pierce, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
6 |
36 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
6 |
40 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
7 |
40 |
Continued as Merchant (Merchant Marine). |
7 |
44 |
Hulda Pierce's ship or starport is destroyed by criminals. Gain them as an Enemy. |