Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
27 |
Left the colonies. |
2 |
27 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
31 |
Imperial trade restrictions force Elda Parlow out of business. |
3 |
31 |
Became a Agent (Corporate Agent). |
3 |
33 |
Lightly injured, no permanent damage. Fully recovered. |
4 |
33 |
Became a Scout (Courier). |
4 |
37 |
Moved to a new world. |
5 |
37 |
Continued as Scout (Courier). |
5 |
41 |
Elda Parlow's scout ship is one of the first on the scene to rescue the survivors of a disaster but Elda Parlow fail to help. Gain an Enemy. |
5 |
41 |
Psychologically damaged by Elda Parlow's time in the scouts. |
6 |
41 |
Continued as Scout (Courier). |
6 |
42 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
7 |
42 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
7 |
46 |
Elda Parlow is involved in good works in the community, gaining the respect of a large segment of
society. Gain SOC +1 and an Ally. |