Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
22 |
A prank goes horribly wrong. Gain an Enemy |
1 |
27 |
Failed as a colonist. |
2 |
27 |
Failed to qualify for Broker (Merchant). |
2 |
27 |
Submitted to the draft. |
2 |
27 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
28 |
Embroiled in legal trouble. |
3 |
31 |
Continued as Merchant (Merchant Marine). |
3 |
35 |
Make an unexpected connection outside Sarah Holmes's normal circles. Gain a Contact. |
4 |
35 |
Continued as Merchant (Merchant Marine). |
4 |
37 |
Given advanced training in a specialist field |
4 |
39 |
Forced to muster out. |
5 |
39 |
Became a Drifter (Scavenger). |
5 |
42 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
5 |
43 |
Promoted to Drifter (Scavenger) rank 1. |
6 |
43 |
Continued as Drifter (Scavenger). |
6 |
47 |
Attempted a risky adventure and was wildly successful. |
6 |
47 |
Forced to muster out. |
7 |
47 |
Became a Scout (Courier). |
7 |
49 |
Moved to a new world. |
8 |
51 |
Aging Crisis. Owe 30,000 for medical bills. |
8 |
51 |
Retired at age 51. |