Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Scavenger). |
1 |
22 |
Sue Pearson run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
2 |
22 |
Became a Navy (Line/Crew) with the new title Crewman. |
2 |
25 |
Good fortune |
3 |
26 |
Continued as Navy (Line/Crew). |
3 |
29 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
4 |
29 |
Became a Citizen (Colonist). |
4 |
30 |
Sue Pearson gain experience in a technical field as a computer operator or surveyor. |
5 |
33 |
Continued as Citizen (Colonist). |
5 |
35 |
Sue Pearson learn something Sue Pearson should not have – a corporate secret, a political scandal – which Sue Pearson can profit from illegally. |
5 |
35 |
Gain a criminal contact. |
5 |
37 |
Forced to muster out. |
6 |
37 |
Failed to qualify for Free Trader (Merchant). |
6 |
37 |
Submitted to the draft. |
6 |
37 |
Became a Agent (Law Enforcement) with the new title Rookie. |
6 |
41 |
Sue Pearson's work ends up coming home with Sue Pearson, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
7 |
41 |
Returned to Drifter (Scavenger). |
7 |
44 |
Betrayed by a friend. One of Sue Pearson's Contacts or Allies betrays Sue Pearson, ending Sue Pearson's career. That Contact or Ally becomes a Rival or Enemy. |
8 |
44 |
Became a Merchant (Free Trader). |
8 |
48 |
A sudden war destroys Sue Pearson's trade routes and contacts, forcing Sue Pearson to flee that region of space. |
8 |
48 |
Gain rebels as Enemy |
9 |
48 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
9 |
49 |
Sue Pearson faith is shaken. |