Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Free Trader). |
1 |
19 |
Imperial trade restrictions force Furman Nevil out of business. |
2 |
19 |
Became a Agent (Corporate Agent). |
2 |
21 |
Furman Nevil's work ends up coming home with Furman Nevil, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
3 |
21 |
Became a Drifter (Scavenger). |
3 |
22 |
Suffer from a life-threatening illness. |
4 |
22 |
Switched to Merchant (Merchant Marine) with the new title Crewman. |
4 |
26 |
Furman Nevil's ship or starport is destroyed by criminals. Gain them as an Enemy. |
5 |
26 |
Failed to qualify for Corporate (Citizen). |
5 |
26 |
Returned to Drifter (Scavenger). |
5 |
30 |
Furman Nevil do not know what happened to Furman Nevil. There is a gap in Furman Nevil's memory. |