Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
21 |
Made lifelong friends. Gain 2 Allies. |
1 |
25 |
Failed as a colonist. |
2 |
25 |
Became a Citizen (Corporate). |
2 |
28 |
Spent time maintaining and using heavy vehicles. |
2 |
29 |
Promoted to Citizen (Corporate) rank 1. |
3 |
29 |
Continued as Citizen (Corporate). |
3 |
31 |
Gained a contact. |
4 |
33 |
Continued as Citizen (Corporate). |
4 |
34 |
Sherry Weakman befriend a superior in the corporation or the colony. |
4 |
37 |
Forced to muster out. |
5 |
37 |
Became a Drifter (Barbarian). |
5 |
40 |
Attacked by enemies and injured. |
5 |
40 |
Injured. Fully recovered. Owe 2,500 for medical bills. |
5 |
40 |
Gain Enemy if Sherry Weakman don't already have one. |
6 |
41 |
Continued as Drifter (Barbarian). |
6 |
43 |
Find Ancient Technology. |
7 |
45 |
Voluntarily left Barbarian |
7 |
45 |
Became a Scout (Courier). |
7 |
48 |
Sherry Weakman survey an alien world. |
8 |
49 |
Continued as Scout (Courier). |
8 |
51 |
Sherry Weakman's scout ship is one of the first on the scene to rescue the survivors of a disaster but Sherry Weakman fail to help. Gain an Enemy. |
8 |
51 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
8 |
53 |
Promoted to Scout (Courier) rank 1 with the new title Scout. |