Term |
Age |
History |
---|
1 |
18 |
Became a Rogue (Enforcer). |
1 |
20 |
Crime pays off. Gain victim as Enemy. |
1 |
22 |
Promoted to Rogue (Enforcer) rank 1. |
2 |
22 |
Attempted to change assignments. |
2 |
22 |
Switched to Rogue (Thief) with previous rank. |
2 |
23 |
Crime pays off. Gain victim as Enemy. |
2 |
26 |
Promoted to Rogue (Thief) rank 2. |
3 |
26 |
Continued as Rogue (Thief). |
3 |
27 |
Betrayed by a friend. One of Antonio Fawns's Contacts or Allies betrays Antonio Fawns, ending Antonio Fawns's career. That Contact or Ally becomes a Rival or Enemy. |
4 |
27 |
Failed to qualify for Courier (Scout). |
4 |
27 |
Became a Drifter (Scavenger). |
4 |
28 |
Antonio Fawns do not know what happened to Antonio Fawns. There is a gap in Antonio Fawns's memory. |
5 |
28 |
Became a Citizen (Corporate). |
5 |
32 |
Antonio Fawns befriend a superior in the corporation or the colony. |
5 |
32 |
Promoted to Citizen (Corporate) rank 1. |
6 |
32 |
Voluntarily left Corporate |
6 |
32 |
Failed to qualify for Merchant Academy. |
6 |
32 |
Submitted to the draft. |
6 |
32 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
6 |
36 |
A sudden war destroys Antonio Fawns's trade routes and contacts, forcing Antonio Fawns to flee that region of space. |
6 |
36 |
Gain rebels as Enemy |