Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
22 |
War breaks out, triggering a mandatory draft. |
1 |
22 |
Fled from the draft. |
1 |
28 |
Failed as a colonist. |
2 |
28 |
Became a Drifter (Wanderer). |
2 |
29 |
Attacked by enemies and injured. |
2 |
29 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
2 |
29 |
Gain Enemy if Danielle Palmer don't already have one. |
2 |
32 |
Promoted to Drifter (Wanderer) rank 1. |
3 |
32 |
Continued as Drifter (Wanderer). |
3 |
36 |
Encounter a Psionic institute. |
3 |
36 |
Tested for psionic powers |
3 |
36 |
Promoted to Drifter (Wanderer) rank 2. |
4 |
36 |
Continued as Drifter (Wanderer). |
4 |
37 |
Survived a risky adventure but gained nothing. |
5 |
40 |
Continued as Drifter (Wanderer). |
5 |
42 |
Good fortune |
5 |
44 |
Promoted to Drifter (Wanderer) rank 3. |
6 |
44 |
Voluntarily left Wanderer |
6 |
44 |
Became a Merchant (Free Trader). |
6 |
47 |
Embroiled in legal trouble. |
6 |
48 |
Promoted to Merchant (Free Trader) rank 1. |
7 |
48 |
Continued as Merchant (Free Trader). |
7 |
49 |
Make an unexpected connection outside Danielle Palmer's normal circles. Gain a Contact. |
8 |
52 |
Continued as Merchant (Free Trader). |
8 |
53 |
Embroiled in legal trouble. |
8 |
56 |
Promoted to Merchant (Free Trader) rank 2. |
9 |
56 |
Became a Prisoner (Inmate). |
9 |
59 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
10 |
60 |
Continued as Prisoner (Inmate). |
10 |
64 |
Parole hearing. |
10 |
64 |
Promoted to Prisoner (Inmate) rank 1. |
10 |
64 |
Paroled from prison. |