Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
20 |
Spent the college years partying. |
1 |
25 |
Left the colonies. |
2 |
25 |
Became a Rogue (Enforcer). |
2 |
29 |
Lightly injured, no permanent damage. Fully recovered. |
3 |
29 |
Became a Scholar (Field Researcher). |
3 |
31 |
A disaster leaves several injured, and others blame Erie Nevil, forcing Erie Nevil to leave Erie Nevil's career. Gain a Rival. |
3 |
31 |
Severely injured. Fully recovered. Owe 3,750 for medical bills. |
4 |
31 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
4 |
35 |
Good fortune |
4 |
35 |
Forced to muster out. |
5 |
35 |
Became a Scout (Courier). |
5 |
36 |
Spend several years jumping from world to world in Erie Nevil's scout ship. |
6 |
39 |
Continued as Scout (Courier). |
6 |
42 |
When dealing with an alien race, Erie Nevil botch an opportunity to gather extra intelligence about them. |
6 |
42 |
Psychologically damaged by Erie Nevil's time in the scouts. |
7 |
43 |
Continued as Scout (Courier). |
7 |
44 |
When dealing with an alien race, Erie Nevil have an opportunity to gather extra intelligence about them. Gain an Ally in the Imperium |