Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Courier). |
1 |
22 |
Psychologically damaged by Eliza Coleman's time in the scouts. |
2 |
22 |
Became a Drifter (Scavenger). |
2 |
24 |
Eliza Coleman do not know what happened to Eliza Coleman. There is a gap in Eliza Coleman's memory. |
3 |
24 |
Became a Merchant (Free Trader). |
3 |
28 |
Imperial trade restrictions force Eliza Coleman out of business. |
4 |
28 |
Failed to qualify for Cavalry (Army). |
4 |
28 |
Switched to Drifter (Wanderer). |
4 |
30 |
Eliza Coleman do not know what happened to Eliza Coleman. There is a gap in Eliza Coleman's memory. |
5 |
30 |
Failed to qualify for Courier (Scout). |
5 |
30 |
Returned to Drifter (Scavenger). |
5 |
32 |
Eliza Coleman run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
6 |
32 |
Switched to Merchant (Broker). |
6 |
33 |
Severely injured. Fully recovered. |
7 |
33 |
Returned to Drifter (Wanderer). |
7 |
37 |
Promoted to Drifter (Wanderer) rank 1. |
8 |
37 |
Continued as Drifter (Wanderer). |
8 |
38 |
Nearly killed. Fully recovered. Owe 40,000 for medical bills. |
9 |
38 |
Aging Crisis. Owe 50,000 for medical bills. |
9 |
38 |
Retired at age 38. |
9 |
38 |
Retired. |
9 |
41 |
A new romantic starts. Gain an Ally. |
10 |
42 |
Aging Crisis. Owe 10,000 for medical bills. |
10 |
43 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
11 |
46 |
Aging Crisis. Owe 10,000 for medical bills. |
11 |
49 |
Gained a contact. |
12 |
50 |
Aging Crisis. Owe 40,000 for medical bills. |
12 |
51 |
Good fortune. |
13 |
54 |
Aging Crisis. Owe 60,000 for medical bills. |
13 |
56 |
Spend time with an alien race. Gain a contact. |
14 |
58 |
Aging Crisis. Owe 10,000 for medical bills. |