Term |
Age |
History |
---|
1 |
18 |
Entered the school of hard knocks. |
1 |
22 |
A prank goes horribly wrong. Gain an Enemy |
1 |
22 |
Graduated. |
2 |
22 |
Became a Agent (Corporate Agent). |
2 |
22 |
Promoted to Agent (Corporate Agent) rank 1 with the new title Agent. |
2 |
24 |
Given specialist training in vehicles. |
3 |
26 |
Continued as Agent (Corporate Agent). |
3 |
27 |
Go undercover to investigate an enemy. |
3 |
27 |
Betrayed by a friend. One of Bessie Crawford's Contacts or Allies betrays Bessie Crawford, ending Bessie Crawford's career. That Contact or Ally becomes a Rival or Enemy. |
4 |
30 |
Continued as Agent (Corporate Agent). |
4 |
33 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
5 |
34 |
Continued as Agent (Corporate Agent). |
5 |
36 |
Accepted a deal with criminal or other figure under investigation. |
6 |
36 |
Became a Drifter (Wanderer). |
6 |
39 |
Attacked by enemies that Bessie Crawford easily defeat. |
6 |
39 |
Gain Enemy if Bessie Crawford don't already have one. |
7 |
40 |
Continued as Drifter (Wanderer). |
7 |
44 |
Attacked by enemies that Bessie Crawford easily defeat. |
7 |
44 |
Gain Enemy if Bessie Crawford don't already have one. |
7 |
44 |
Promoted to Drifter (Wanderer) rank 1. |
8 |
44 |
Continued as Drifter (Wanderer). |
8 |
45 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
9 |
45 |
Became a Citizen (Corporate). |
9 |
46 |
Severely injured. Fully recovered. Owe 5,000 for medical bills. |
10 |
46 |
Became a Scout (Surveyor). |
10 |
49 |
Spend several years jumping from world to world in Bessie Crawford's scout ship. |
11 |
50 |
Aging Crisis. Owe 60,000 for medical bills. |
11 |
50 |
Retired at age 50. |
11 |
50 |
Continued as Scout (Surveyor). |
11 |
53 |
Bessie Crawford have no idea what happened to Bessie Crawford – they found Bessie Crawford's ship drifting on the fringes of friendly space. |
12 |
53 |
Aging Crisis. Owe 60,000 for medical bills. |