Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
22 |
Refused a deal with criminal or other figure under investigation. Gain an Enemy |
2 |
22 |
Became a Citizen (Colonist). |
2 |
24 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
3 |
24 |
Failed to qualify for Broker (Merchant). |
3 |
24 |
Submitted to the draft. |
3 |
24 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
3 |
26 |
Gained a contact. |
3 |
28 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
4 |
28 |
Continued as Merchant (Merchant Marine). |
4 |
32 |
Make an unexpected connection outside Elsie Fisher's normal circles. Gain a Contact. |
5 |
32 |
Continued as Merchant (Merchant Marine). |
5 |
36 |
A good deal ensures Elsie Fisher is living the high life for a few years. |
6 |
36 |
Continued as Merchant (Merchant Marine). |
6 |
38 |
Birth or Death involving a family member or close friend. |
7 |
40 |
Continued as Merchant (Merchant Marine). |
7 |
41 |
Imperial trade restrictions force Elsie Fisher out of business. |
8 |
41 |
Switched to Citizen (Worker). |
8 |
42 |
Advanced training in a specialist field. |
9 |
45 |
Aging Crisis. Owe 30,000 for medical bills. |
9 |
45 |
Retired at age 45. |
9 |
45 |
Voluntarily left Worker |
9 |
45 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
9 |
46 |
Elsie Fisher come into conflict with a splinter group Elsie Fisher's own religion which maintains Elsie Fisher's version is the wrong one. Gain 3 Rivals. |
10 |
46 |
Aging Crisis. Owe 30,000 for medical bills. |
10 |
46 |
Retired. |
10 |
49 |
Betrayal. Convert an Ally into a Rival or Enemy. |
11 |
50 |
Aging Crisis. Owe 30,000 for medical bills. |
11 |
54 |
Moved to a new world. |
12 |
54 |
Aging Crisis. Owe 50,000 for medical bills. |
12 |
58 |
Betrayal. Convert an Ally into a Rival or Enemy. |
13 |
58 |
Aging Crisis. Owe 40,000 for medical bills. |