Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Barbarian). |
1 |
19 |
Attempted a risky adventure and was wildly successful. |
2 |
22 |
Continued as Drifter (Barbarian). |
2 |
26 |
Betrayed by a friend. One of Suzanne Moore's Contacts or Allies betrays Suzanne Moore, ending Suzanne Moore's career. That Contact or Ally becomes a Rival or Enemy. |
3 |
26 |
Became a Scholar (Physician). |
3 |
29 |
A disaster or war strikes. |
3 |
29 |
Scarred. |
3 |
29 |
The planetary government interferes with Suzanne Moore's research for political or religious reasons. Suzanne Moore continue working openly and gain an Enemy. |
4 |
30 |
Continued as Scholar (Physician). |
4 |
31 |
Suzanne Moore's work is sabotaged by unknown parties. Suzanne Moore may salvage what Suzanne Moore can and give up. |
5 |
31 |
Switched to Drifter (Scavenger). |
5 |
35 |
Betrayed by a friend. One of Suzanne Moore's Contacts or Allies betrays Suzanne Moore, ending Suzanne Moore's career. That Contact or Ally becomes a Rival or Enemy. |
6 |
35 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
6 |
38 |
Make an unexpected connection outside Suzanne Moore's normal circles. Gain a Contact. |
7 |
39 |
Continued as Merchant (Merchant Marine). |
7 |
43 |
Make an unexpected connection outside Suzanne Moore's normal circles. Gain a Contact. |
8 |
43 |
Continued as Merchant (Merchant Marine). |
8 |
47 |
A series of bad deals and decisions force Suzanne Moore into bankruptcy. Suzanne Moore salvages what Suzanne Moore can. |