Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Colonist (Citizen). |
1 |
18 |
Became a Drifter (Wanderer). |
2 |
22 |
Continued as Drifter (Wanderer). |
2 |
24 |
Velma Mcarthy run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
3 |
24 |
Became a Merchant (Free Trader). |
3 |
26 |
Make an unexpected connection outside Velma Mcarthy's normal circles. Gain a Contact. |
4 |
28 |
Continued as Merchant (Free Trader). |
4 |
31 |
Nearly killed. Owe 8,750 for medical bills. |
5 |
31 |
Failed to qualify for Field Researcher (Scholar). |
5 |
31 |
Submitted to the draft. |
5 |
31 |
Became a Navy (Flight) with the new title Crewman. |
5 |
32 |
Lost eye or limb. Fully recovered. |
6 |
32 |
Failed to qualify for Courier (Scout). |
6 |
32 |
Switched to Drifter (Barbarian). |
6 |
33 |
Velma Mcarthy run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
7 |
33 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
7 |
36 |
Velma Mcarthy retreat from the mundane world for a time in the hope of a revelation, although this affects
your work and relationships. |
8 |
37 |
Aging Crisis. Owe 60,000 for medical bills. |
8 |
37 |
Retired at age 37. |
8 |
37 |
Voluntarily left Missionary/Humanitarian |
8 |
37 |
Retired. |
8 |
40 |
A new romantic starts. Gain an Ally. |
9 |
44 |
Moved to a new world. |