Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
22 |
Make an unexpected connection outside Libbie Janson's normal circles. Gain a Contact. |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
23 |
Risk Libbie Janson's fortune on a possibility lucrative deal and win. |
3 |
26 |
Voluntarily left Merchant Marine |
3 |
26 |
Became a Drifter (Wanderer). |
3 |
28 |
Find valuable salvage. |
3 |
30 |
Promoted to Drifter (Wanderer) rank 1. |
4 |
30 |
Continued as Drifter (Wanderer). |
4 |
34 |
Betrayed by a friend. One of Libbie Janson's Contacts or Allies betrays Libbie Janson, ending Libbie Janson's career. That Contact or Ally becomes a Rival or Enemy. |
5 |
34 |
Failed to qualify for Field Researcher (Scholar). |
5 |
34 |
Switched to Drifter (Barbarian). |
5 |
35 |
Moved to a new world. |
5 |
38 |
Promoted to Drifter (Barbarian) rank 1. |
6 |
38 |
Continued as Drifter (Barbarian). |
6 |
39 |
Libbie Janson do not know what happened to Libbie Janson. There is a gap in Libbie Janson's memory. |
7 |
39 |
Failed to qualify for Worker (Citizen). |
7 |
39 |
Continued as Drifter (Barbarian). |
7 |
40 |
Offered job by a patron. Now owe him a favor. |
8 |
43 |
Failed to qualify for Pirate (Rogue). |
8 |
43 |
Submitted to the draft. |
8 |
43 |
Became a Agent (Law Enforcement) with the new title Rookie. |
8 |
45 |
Accepted a deal with criminal or other figure under investigation. |