Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Free Trader). |
1 |
19 |
Risk Ann McDonaugh's fortune on a possibility lucrative deal and win. |
1 |
22 |
Promoted to Merchant (Free Trader) rank 1. |
2 |
22 |
Continued as Merchant (Free Trader). |
2 |
23 |
Given advanced training in a specialist field |
3 |
26 |
Continued as Merchant (Free Trader). |
3 |
27 |
Make an unexpected connection outside Ann McDonaugh's normal circles. Gain a Contact. |
3 |
30 |
Promoted to Merchant (Free Trader) rank 2. |
4 |
30 |
Continued as Merchant (Free Trader). |
4 |
34 |
A good deal ensures Ann McDonaugh is living the high life for a few years. |
4 |
34 |
Forced to muster out. |
5 |
34 |
Became a Citizen (Colonist). |
5 |
37 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
6 |
37 |
Failed to qualify for Explorer (Scout). |
6 |
37 |
Became a Drifter (Scavenger). |
6 |
39 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
7 |
39 |
Became a Entertainer (Performer). |
7 |
43 |
Ann McDonaugh is betrayed by a peer. One Ally or Contact becomes a Rival or Enemy |
8 |
43 |
Failed to qualify for Corporate (Citizen). |
8 |
43 |
Returned to Drifter (Scavenger). |
8 |
47 |
Nearly killed. Owe 45,000 for medical bills. |
9 |
47 |
Failed to qualify for Colonist (Citizen). |
9 |
47 |
Submitted to the draft. |
9 |
47 |
Became a Scout (Explorer). |
9 |
50 |
Psychologically damaged by Ann McDonaugh's time in the scouts. |
10 |
50 |
Switched to Drifter (Wanderer). |
10 |
51 |
Suffer from a life-threatening illness. |
11 |
51 |
Died at age 51 |