Term |
Age |
History |
---|
1 |
18 |
Became a Entertainer (Performer). |
1 |
22 |
An investigation, tour, project or expedition goes wrong, stranding Paul Learmonth far from home. |
2 |
22 |
Became a Drifter (Wanderer). |
2 |
26 |
Paul Learmonth run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
3 |
26 |
Became a Merchant (Broker). |
3 |
27 |
Bankrupted by a rival. Gain the other trader as a Rival. |
4 |
27 |
Returned to Drifter (Wanderer). |
4 |
31 |
Attacked by enemies and injured. |
4 |
31 |
Injured. Fully recovered. Owe 5,000 for medical bills. |
4 |
31 |
Gain Enemy if Paul Learmonth don't already have one. |
4 |
31 |
Forced to muster out. |
5 |
31 |
Failed to qualify for Colonist (Citizen). |
5 |
31 |
Switched to Drifter (Barbarian). |
5 |
34 |
Drafted into Law Enforcement |
5 |
35 |
Promoted to Drifter (Barbarian) rank 1. |
6 |
35 |
Became a Agent (Law Enforcement) with the new title Rookie. |
6 |
38 |
Paul Learmonth went above and beyond the call of duty. |
7 |
39 |
Continued as Agent (Law Enforcement). |
7 |
43 |
Established a network of contacts. Gain 2 contacts. |