Term |
Age |
History |
---|
1 |
18 |
Became a Scholar (Physician). |
1 |
19 |
Entangled in a bureaucratic or legal morass that distracts Betsy Meyer from Betsy Meyer's work. |
2 |
22 |
Continued as Scholar (Physician). |
2 |
25 |
Advanced training in a specialist field. |
3 |
26 |
Continued as Scholar (Physician). |
3 |
29 |
Severely injured. Fully recovered. Owe 12,500 for medical bills. |
4 |
29 |
Failed to qualify for Intelligence (Agent). |
4 |
29 |
Became a Drifter (Scavenger). |
4 |
33 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
5 |
33 |
Became a Merchant (Free Trader). |
5 |
35 |
Betsy Meyer's business or ship thrives. |
5 |
37 |
Promoted to Merchant (Free Trader) rank 1. |
6 |
37 |
Continued as Merchant (Free Trader). |
6 |
41 |
Promoted to Merchant (Free Trader) rank 2. |
7 |
41 |
Voluntarily left Free Trader |
7 |
41 |
Returned to Drifter (Scavenger). |
7 |
42 |
Betrayed by a friend. One of Betsy Meyer's Contacts or Allies betrays Betsy Meyer, ending Betsy Meyer's career. That Contact or Ally becomes a Rival or Enemy. |
8 |
42 |
Failed to qualify for Enforcer (Rogue). |
8 |
42 |
Switched to Drifter (Wanderer). |
8 |
44 |
Amnesia. |
8 |
46 |
Promoted to Drifter (Wanderer) rank 1. |
9 |
46 |
Continued as Drifter (Wanderer). |
9 |
49 |
Betsy Meyer run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |