Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
20 |
Uncover a major conspiracy against Claribel Hudson's employers. |
1 |
22 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
2 |
22 |
Continued as Agent (Intelligence). |
2 |
26 |
Claribel Hudson's work ends up coming home with Claribel Hudson, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
3 |
26 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
3 |
27 |
Befriend a useful ally in one sphere. Gain an Ally. |
3 |
30 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
4 |
30 |
Continued as Merchant (Merchant Marine). |
4 |
34 |
Embroiled in legal trouble. |
4 |
34 |
Forced to muster out. |
5 |
34 |
Became a Scholar (Physician). |
5 |
38 |
Moved to a new world. |
6 |
38 |
Continued as Scholar (Physician). |
6 |
40 |
Moved to a new world. |
7 |
42 |
Continued as Scholar (Physician). |
7 |
46 |
Win a prestigious prize for Claribel Hudson's work. |
8 |
46 |
Continued as Scholar (Physician). |
8 |
50 |
Caught cheating in some fashion, advancing Claribel Hudson's career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. |
8 |
50 |
An expedition or voyage goes wrong, leaving Claribel Hudson stranded in the wilderness. |
8 |
50 |
Gain an Enemy |