Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
22 |
Evie Miller's work ends up coming home with Evie Miller, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
2 |
22 |
Continued as Agent (Intelligence). |
2 |
23 |
Established a network of contacts. Gain 1 contacts. |
3 |
26 |
Continued as Agent (Intelligence). |
3 |
30 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
4 |
30 |
Failed to qualify for Merchant Academy. |
4 |
30 |
Became a Drifter (Scavenger). |
4 |
34 |
Promoted to Drifter (Scavenger) rank 1. |
5 |
34 |
Continued as Drifter (Scavenger). |
5 |
36 |
Find valuable salvage. |
6 |
38 |
Continued as Drifter (Scavenger). |
6 |
40 |
Offered job by a patron. Now owe him a favor. |
7 |
42 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
7 |
44 |
Vessel participates in a diplomatic mission. |
8 |
46 |
Continued as Navy (Engineer/Gunner). |
8 |
48 |
Severely injured. Fully recovered. Owe 2,500 for medical bills. |
9 |
48 |
Became a Merchant (Free Trader). |
9 |
52 |
A series of bad deals and decisions force Evie Miller into bankruptcy. Evie Miller salvages what Evie Miller can. |