Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
22 |
Make an unexpected connection outside Neva Lowther's normal circles. Gain a Contact. |
2 |
22 |
Voluntarily left Merchant Marine |
2 |
22 |
Became a Scholar (Physician). |
2 |
24 |
Caught cheating in some fashion, advancing Neva Lowther's career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. |
2 |
24 |
Nearly killed. Owe 20,000 for medical bills. |
2 |
24 |
Gain an Enemy |
2 |
26 |
Promoted to Scholar (Physician) rank 1. |
3 |
26 |
Attempted to change assignments. |
3 |
26 |
Switched to Scholar (Scientist) with previous rank. |
3 |
28 |
Moved to a new world. |
3 |
30 |
Forced to continue current assignment. |
3 |
30 |
Promoted to Scholar (Scientist) rank 2. |
4 |
30 |
Continued as Scholar (Scientist). |
4 |
31 |
Gained a contact. |
5 |
34 |
Continued as Scholar (Scientist). |
5 |
38 |
Win a prestigious prize for Neva Lowther's work. |
5 |
38 |
Promoted to Scholar (Scientist) rank 3. |
6 |
38 |
Continued as Scholar (Scientist). |
6 |
39 |
A disaster leaves several injured, and others blame Neva Lowther, forcing Neva Lowther to leave Neva Lowther's career. Gain a Rival. |
6 |
39 |
Lost eye or limb. Fully recovered. Owe 2,500 for medical bills. |
7 |
39 |
Failed to qualify for Broker (Merchant). |
7 |
39 |
Submitted to the draft. |
7 |
39 |
Became a Agent (Law Enforcement) with the new title Rookie. |
7 |
42 |
Go undercover to investigate an enemy. |
7 |
42 |
Refused to co-operate with investigation by the planetary authorities. Gain an Ally |
7 |
43 |
Promoted to Agent (Law Enforcement) rank 1 with the new title Corporal. |
8 |
43 |
Continued as Agent (Law Enforcement). |
8 |
47 |
Established a network of contacts. Gain 2 contacts. |
8 |
47 |
Promoted to Agent (Law Enforcement) rank 2 with the new title Sergeant. |
9 |
47 |
Continued as Agent (Law Enforcement). |
9 |
50 |
Neva Lowther's work ends up coming home with Neva Lowther, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |