Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
1 |
21 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
2 |
21 |
Became a Drifter (Scavenger). |
2 |
22 |
Attacked by enemies that Adela Hall easily defeat. |
2 |
22 |
Gain Enemy if Adela Hall don't already have one. |
2 |
25 |
Promoted to Drifter (Scavenger) rank 1. |
3 |
25 |
Voluntarily left Scavenger |
3 |
25 |
Failed to qualify for Engineer/Gunner (Navy). |
3 |
25 |
Switched to Drifter (Wanderer). |
3 |
27 |
Adela Hall run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
4 |
27 |
Failed to qualify for Thief (Rogue). |
4 |
27 |
Submitted to the draft. |
4 |
27 |
Became a Merchant (Merchant Marine). |
4 |
31 |
Make an unexpected connection outside Adela Hall's normal circles. Gain a Contact. |
4 |
31 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
5 |
31 |
Continued as Merchant (Merchant Marine). |
5 |
35 |
Scarred. Fully recovered. Owe 5,000 for medical bills. |
6 |
35 |
Became a Scout (Courier). |
6 |
36 |
A new romantic starts. Gain an Ally. |
7 |
39 |
Continued as Scout (Courier). |
7 |
40 |
Adela Hall survey an alien world. |
8 |
43 |
Continued as Scout (Courier). |
8 |
45 |
Adela Hall's scout ship is one of the first on the scene to rescue the survivors of a disaster. Gain a Contact. |
9 |
47 |
Continued as Scout (Courier). |
9 |
50 |
Spend several years jumping from world to world in Adela Hall's scout ship. |
9 |
51 |
Forced to muster out. |