Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Broker (Merchant). |
1 |
18 |
Became a Drifter (Scavenger). |
1 |
19 |
Betrayed by a friend. One of Deanna Babington's Contacts or Allies betrays Deanna Babington, ending Deanna Babington's career. That Contact or Ally becomes a Rival or Enemy. |
2 |
19 |
Failed to qualify for Engineer/Gunner (Navy). |
2 |
19 |
Switched to Drifter (Wanderer). |
2 |
22 |
Moved to a new world. |
2 |
23 |
Promoted to Drifter (Wanderer) rank 1. |
3 |
23 |
Voluntarily left Wanderer |
3 |
23 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
3 |
25 |
Make an unexpected connection outside Deanna Babington's normal circles. Gain a Contact. |
3 |
27 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
4 |
27 |
Continued as Merchant (Merchant Marine). |
5 |
31 |
Continued as Merchant (Merchant Marine). |
5 |
33 |
Make an unexpected connection outside Deanna Babington's normal circles. Gain a Contact. |
6 |
35 |
Continued as Merchant (Merchant Marine). |
6 |
38 |
Make an unexpected connection outside Deanna Babington's normal circles. Gain a Contact. |
6 |
39 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
7 |
39 |
Continued as Merchant (Merchant Marine). |
7 |
43 |
Promoted to Merchant (Merchant Marine) rank 3 with the new title 3rd Officer. |
8 |
43 |
Continued as Merchant (Merchant Marine). |
8 |
44 |
Make an unexpected connection outside Deanna Babington's normal circles. Gain a Contact. |
8 |
47 |
Promoted to Merchant (Merchant Marine) rank 4 with the new title 2nd Officer. |
9 |
47 |
Continued as Merchant (Merchant Marine). |
9 |
49 |
A good deal ensures Deanna Babington is living the high life for a few years. |
9 |
51 |
Promoted to Merchant (Merchant Marine) rank 5 with the new title 1st Officer. |
9 |
51 |
Forced to muster out. |
10 |
51 |
Became a Agent (Law Enforcement) with the new title Rookie. |
10 |
54 |
Deanna Babington's work ends up coming home with Deanna Babington, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |