Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Scavenger). |
2 |
22 |
Continued as Drifter (Scavenger). |
2 |
26 |
Jessie Coleman run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
3 |
26 |
Became a Entertainer (Performer). |
3 |
28 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
3 |
30 |
Promoted to Entertainer (Performer) rank 1. |
4 |
30 |
Voluntarily left Performer |
4 |
30 |
Became a Merchant (Free Trader). |
4 |
33 |
Make an unexpected connection outside Jessie Coleman's normal circles. Gain a Contact. |
4 |
34 |
Promoted to Merchant (Free Trader) rank 1. |
5 |
34 |
Continued as Merchant (Free Trader). |
5 |
36 |
Embroiled in legal trouble. |
5 |
38 |
Promoted to Merchant (Free Trader) rank 2. |
6 |
38 |
Continued as Merchant (Free Trader). |
6 |
41 |
A series of bad deals and decisions force Jessie Coleman into bankruptcy. Jessie Coleman salvages what Jessie Coleman can. |
7 |
41 |
Aging Crisis. Owe 10,000 for medical bills. |
7 |
41 |
Retired at age 41. |
7 |
41 |
Became a Believer (Mainstream Believer) with the new title Lay Person. |
7 |
42 |
Jessie Coleman accepted an offer of inducements to betray Jessie Coleman's faith. Gain 420,000 in cash. |
7 |
45 |
Promoted to Believer (Mainstream Believer) rank 1 with the new title Initiate. |
8 |
45 |
Aging Crisis. Owe 30,000 for medical bills. |
8 |
45 |
Retired. |
8 |
46 |
Moved to a new world. |
9 |
52 |
Gained a contact. |
10 |
53 |
Aging Crisis. Owe 30,000 for medical bills. |