Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Wanderer). |
1 |
20 |
Injured. Fully recovered. Owe 5,000 for medical bills. |
2 |
20 |
Became a Agent (Intelligence). |
2 |
22 |
Refused a deal with criminal or other figure under investigation. Gain an Enemy |
3 |
22 |
Failed to qualify for Courier (Scout). |
3 |
22 |
Switched to Drifter (Scavenger). |
3 |
26 |
Promoted to Drifter (Scavenger) rank 1. |
4 |
26 |
Continued as Drifter (Scavenger). |
4 |
29 |
Attacked by enemies that Jeanie Campbell easily defeat. |
4 |
29 |
Gain Enemy if Jeanie Campbell don't already have one. |
4 |
30 |
Promoted to Drifter (Scavenger) rank 2. |
5 |
30 |
Continued as Drifter (Scavenger). |
5 |
33 |
Survived a risky adventure but gained nothing. |
5 |
34 |
Promoted to Drifter (Scavenger) rank 3. |
6 |
34 |
Continued as Drifter (Scavenger). |
6 |
36 |
Lost eye or limb. Fully recovered. Owe 2,500 for medical bills. |
7 |
36 |
Became a Merchant (Free Trader). |
7 |
37 |
Embroiled in legal trouble. |
8 |
40 |
Continued as Merchant (Free Trader). |
8 |
44 |
Make an unexpected connection outside Jeanie Campbell's normal circles. Gain a Contact. |
8 |
44 |
Promoted to Merchant (Free Trader) rank 1. |
9 |
44 |
Continued as Merchant (Free Trader). |
9 |
48 |
A sudden war destroys Jeanie Campbell's trade routes and contacts, forcing Jeanie Campbell to flee that region of space. |
9 |
48 |
Gain rebels as Enemy |