Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
20 |
Refused a deal with criminal or other figure under investigation. Gain an Enemy |
2 |
20 |
Became a Rogue (Pirate) with the new title Lackey. |
2 |
22 |
Crime pays off. Gain victim as Enemy. |
3 |
24 |
Continued as Rogue (Pirate). |
3 |
27 |
Injured. Fully recovered. Owe 5,000 for medical bills. |
4 |
27 |
Became a Drifter (Scavenger). |
4 |
29 |
Major Staff do not know what happened to Major Staff. There is a gap in Major Staff's memory. |
5 |
29 |
Failed to qualify for Colonist (Citizen). |
5 |
29 |
Submitted to the draft. |
5 |
29 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
5 |
31 |
Make an unexpected connection outside Major Staff's normal circles. Gain a Contact. |
5 |
33 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
6 |
33 |
Continued as Merchant (Merchant Marine). |
6 |
37 |
A series of bad deals and decisions force Major Staff into bankruptcy. Major Staff salvages what Major Staff can. |