Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
19 |
Jeremiah Hall's work ends up coming home with Jeremiah Hall, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
2 |
19 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
21 |
A sudden war destroys Jeremiah Hall's trade routes and contacts, forcing Jeremiah Hall to flee that region of space. |
2 |
21 |
Gain rebels as Enemy |
3 |
21 |
Failed to qualify for Worker (Citizen). |
3 |
21 |
Became a Drifter (Wanderer). |
3 |
25 |
Attacked by enemies that Jeremiah Hall easily defeat. |
3 |
25 |
Gain Enemy if Jeremiah Hall don't already have one. |
4 |
25 |
Continued as Drifter (Wanderer). |
4 |
28 |
Jeremiah Hall run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
4 |
29 |
Promoted to Drifter (Wanderer) rank 1. |
5 |
29 |
Continued as Drifter (Wanderer). |
5 |
30 |
Find valuable salvage. |
5 |
33 |
Promoted to Drifter (Wanderer) rank 2. |
6 |
33 |
Continued as Drifter (Wanderer). |
6 |
34 |
A new romantic starts. Gain an Ally. |
6 |
37 |
Promoted to Drifter (Wanderer) rank 3. |
7 |
37 |
Continued as Drifter (Wanderer). |
7 |
39 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
7 |
41 |
Promoted to Drifter (Wanderer) rank 4. |