Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Colonist). |
1 |
22 |
Alford Steen learn something Alford Steen should not have – a corporate secret, a political scandal – which Alford Steen can profit from illegally. |
1 |
22 |
Gain a criminal contact. |
1 |
22 |
Promoted to Citizen (Colonist) rank 1. |
2 |
22 |
Voluntarily left Colonist |
2 |
22 |
Failed to qualify for Thief (Rogue). |
2 |
22 |
Became a Drifter (Wanderer). |
2 |
25 |
Attacked by enemies that Alford Steen easily defeat. |
2 |
25 |
Gain Enemy if Alford Steen don't already have one. |
2 |
26 |
Promoted to Drifter (Wanderer) rank 1. |
3 |
26 |
Continued as Drifter (Wanderer). |
3 |
29 |
Alford Steen run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |