Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
21 |
A new romantic starts. Gain an Ally. |
1 |
26 |
Left the colonies. |
2 |
26 |
Failed to qualify for Intelligence (Agent). |
2 |
26 |
Became a Drifter (Scavenger). |
2 |
27 |
Nearly killed. Fully recovered. Owe 30,000 for medical bills. |
3 |
27 |
Failed to qualify for Corporate Agent (Agent). |
3 |
27 |
Switched to Drifter (Wanderer). |
3 |
30 |
Jettie Henry run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
4 |
30 |
Became a Scout (Courier). |
4 |
31 |
Gained a contact. |
5 |
34 |
Attempted to change assignments. |
5 |
34 |
Switched to Scout (Surveyor) with previous rank. |
5 |
35 |
Spend several years jumping from world to world in Jettie Henry's scout ship. |
6 |
38 |
Continued as Scout (Surveyor). |
6 |
40 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
7 |
40 |
Switched to Drifter (Barbarian). |
7 |
41 |
Offered job by a patron. Now owe him a favor. |
8 |
44 |
Became a Merchant (Free Trader). |
8 |
48 |
A good deal ensures Jettie Henry is living the high life for a few years. |
8 |
48 |
Promoted to Merchant (Free Trader) rank 1. |
9 |
48 |
Voluntarily left Free Trader |
9 |
48 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
9 |
52 |
Jettie Henry aid a follower back to the True Path but this angers a friend or relative. Gain an Enemy. |