Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
21 |
Gained a contact. |
2 |
22 |
Continued as Agent (Intelligence). |
2 |
24 |
Aurore Bell's work ends up coming home with Aurore Bell, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
3 |
24 |
Became a Citizen (Colonist). |
3 |
26 |
Aurore Bell is rewarded for Aurore Bell's diligence or cunning. |
3 |
28 |
Promoted to Citizen (Colonist) rank 1. |
4 |
28 |
Continued as Citizen (Colonist). |
4 |
29 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
5 |
32 |
Continued as Citizen (Colonist). |
5 |
33 |
Aurore Bell learn something Aurore Bell should not have – a corporate secret, a political scandal – which Aurore Bell can profit from illegally. |
5 |
33 |
Gain a criminal contact. |
5 |
36 |
Promoted to Citizen (Colonist) rank 2 with the new title Settler. |
6 |
36 |
Continued as Citizen (Colonist). |
6 |
40 |
Aurore Bell is rewarded for Aurore Bell's diligence or cunning. |
6 |
40 |
Promoted to Citizen (Colonist) rank 3. |
7 |
40 |
Continued as Citizen (Colonist). |
7 |
41 |
Severely injured. Fully recovered. |
8 |
41 |
Failed to qualify for Performer (Entertainer). |
8 |
41 |
Became a Drifter (Wanderer). |
8 |
43 |
Find Ancient Technology. |
8 |
45 |
Promoted to Drifter (Wanderer) rank 1. |
9 |
45 |
Continued as Drifter (Wanderer). |
9 |
48 |
Attacked by enemies and injured. |
9 |
48 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
9 |
48 |
Gain Enemy if Aurore Bell don't already have one. |
10 |
49 |
Continued as Drifter (Wanderer). |
10 |
52 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
11 |
52 |
Failed to qualify for Field Researcher (Scholar). |
11 |
52 |
Submitted to the draft. |
11 |
52 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
11 |
54 |
Make an unexpected connection outside Aurore Bell's normal circles. Gain a Contact. |
11 |
56 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
12 |
56 |
Aging Crisis. Owe 20,000 for medical bills. |
12 |
56 |
Retired at age 56. |
12 |
56 |
Continued as Merchant (Merchant Marine). |
12 |
59 |
Smuggle illegal items onto a planet. |
13 |
60 |
Aging Crisis. Owe 50,000 for medical bills. |
13 |
60 |
Continued as Merchant (Merchant Marine). |
13 |
64 |
Given advanced training in a specialist field |
13 |
64 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
14 |
64 |
Aging Crisis. Owe 60,000 for medical bills. |
14 |
64 |
Continued as Merchant (Merchant Marine). |
14 |
66 |
Risk Aurore Bell's fortune on a possibility lucrative deal and win. |
14 |
68 |
Promoted to Merchant (Merchant Marine) rank 3 with the new title 3rd Officer. |
15 |
68 |
Aging Crisis. Owe 30,000 for medical bills. |
15 |
68 |
Continued as Merchant (Merchant Marine). |
15 |
71 |
Moved to a new world. |
15 |
72 |
Promoted to Merchant (Merchant Marine) rank 4 with the new title 2nd Officer. |
16 |
72 |
Aging Crisis. Owe 40,000 for medical bills. |
16 |
72 |
Continued as Merchant (Merchant Marine). |
16 |
75 |
A sudden war destroys Aurore Bell's trade routes and contacts, forcing Aurore Bell to flee that region of space. |
16 |
75 |
Gain rebels as Enemy |
17 |
75 |
Aging Crisis. Owe 60,000 for medical bills. |