Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Intelligence (Agent). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Agent (Law Enforcement) with the new title Rookie. |
1 |
22 |
Injured. Fully recovered. Owe 2,500 for medical bills. |
2 |
22 |
Failed to qualify for Corporate (Citizen). |
2 |
22 |
Became a Drifter (Barbarian). |
2 |
26 |
Offered job by a patron. Now owe him a favor. |
3 |
26 |
Became a Navy (Flight) with the new title Crewman. |
3 |
29 |
Severely injured. Fully recovered. |
4 |
29 |
Returned to Drifter (Barbarian). |
4 |
32 |
Moved to a new world. |
4 |
33 |
Forced to continue current assignment. |
4 |
33 |
Promoted to Drifter (Barbarian) rank 1. |
5 |
33 |
Continued as Drifter (Barbarian). |
5 |
36 |
Attacked by enemies that Velma Jacobs easily defeat. |
5 |
36 |
Gain Enemy if Velma Jacobs don't already have one. |
6 |
37 |
Continued as Drifter (Barbarian). |
6 |
40 |
Betrayed by a friend. One of Velma Jacobs's Contacts or Allies betrays Velma Jacobs, ending Velma Jacobs's career. That Contact or Ally becomes a Rival or Enemy. |
7 |
40 |
Became a Citizen (Corporate). |
7 |
42 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
8 |
42 |
Failed to qualify for Merchant Academy. |
8 |
42 |
Switched to Drifter (Scavenger). |
8 |
44 |
Velma Jacobs run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
9 |
44 |
Failed to qualify for Merchant Marine (Merchant). |
9 |
44 |
Switched to Drifter (Wanderer). |
9 |
48 |
Lightly injured, no permanent damage. Fully recovered. |
10 |
48 |
Failed to qualify for Merchant Academy. |
10 |
48 |
Returned to Drifter (Barbarian). |
10 |
50 |
Velma Jacobs run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
10 |
52 |
Forced to muster out. |