Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
22 |
A prank goes horribly wrong. Gain a Rival. |
1 |
26 |
Left the colonies. |
2 |
26 |
Became a Agent (Intelligence). |
2 |
29 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
3 |
29 |
Failed to qualify for Enforcer (Rogue). |
3 |
29 |
Became a Drifter (Scavenger). |
3 |
30 |
Clare Simpson do not know what happened to Clare Simpson. There is a gap in Clare Simpson's memory. |
4 |
30 |
Became a Rogue (Thief). |
4 |
31 |
Involved in a gambling ring. |
4 |
34 |
Promoted to Rogue (Thief) rank 1. |
5 |
34 |
Continued as Rogue (Thief). |
5 |
35 |
Severely injured. Fully recovered. Owe 25,000 for medical bills. |
6 |
38 |
Continued as Rogue (Thief). |
6 |
41 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
7 |
41 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
7 |
45 |
Clare Simpson come into conflict with a splinter group Clare Simpson's own religion which maintains Clare Simpson's version is the wrong one. Gain 1 Rivals. |
8 |
45 |
Continued as Believer (Missionary/Humanitarian). |
8 |
49 |
Clare Simpson come into conflict with a splinter group Clare Simpson's own religion which maintains Clare Simpson's version is the wrong one. Gain 3 Rivals. |
9 |
49 |
Switched to Drifter (Wanderer). |
9 |
51 |
Drafted into Merchant Marine |
10 |
53 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
10 |
56 |
Given advanced training in a specialist field |