Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Corporate Agent). |
1 |
19 |
Refused a deal with criminal or other figure under investigation. Gain an Enemy |
2 |
19 |
Became a Scout (Explorer). |
2 |
21 |
When dealing with an alien race, Frank Weddall have an opportunity to gather extra intelligence about them. Gain an Ally in the Imperium |
2 |
23 |
Promoted to Scout (Explorer) rank 1 with the new title Scout. |
3 |
23 |
Attempted to change assignments. |
3 |
23 |
Failed to qualify for Courier (Scout). |
3 |
23 |
Continued as Scout (Explorer). |
3 |
26 |
Frank Weddall's scout ship is one of the first on the scene to rescue the survivors of a disaster but Frank Weddall fail to help. Gain an Enemy. |
3 |
26 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
4 |
27 |
Continued as Scout (Explorer). |
4 |
31 |
Accused of a crime |
5 |
31 |
Became a Prisoner (Fixer). |
5 |
33 |
Hire a new lawyer. |
5 |
35 |
Promoted to Prisoner (Fixer) rank 1. |
5 |
35 |
Paroled from prison. |
6 |
35 |
Became a Drifter (Scavenger). |
6 |
36 |
Nearly killed. Fully recovered. Owe 25,000 for medical bills. |
7 |
36 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
7 |
40 |
Embroiled in legal trouble. |
8 |
40 |
Aging Crisis. Owe 50,000 for medical bills. |
8 |
40 |
Retired at age 40. |
8 |
40 |
Continued as Merchant (Merchant Marine). |
8 |
41 |
Make an unexpected connection outside Frank Weddall's normal circles. Gain a Contact. |
9 |
44 |
Aging Crisis. Owe 10,000 for medical bills. |