Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
20 |
Make an unexpected connection outside Jeremiah Williams's normal circles. Gain a Contact. |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
26 |
A good deal ensures Jeremiah Williams is living the high life for a few years. |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
29 |
A series of bad deals and decisions force Jeremiah Williams into bankruptcy. Jeremiah Williams salvages what Jeremiah Williams can. |
4 |
29 |
Became a Entertainer (Artist). |
4 |
31 |
An investigation, tour, project or expedition goes wrong, stranding Jeremiah Williams far from home. |
5 |
31 |
Became a Scout (Surveyor). |
5 |
33 |
Jeremiah Williams have no idea what happened to Jeremiah Williams – they found Jeremiah Williams's ship drifting on the fringes of friendly space. |
6 |
33 |
Became a Drifter (Scavenger). |
6 |
34 |
Attempted a risky adventure and was injured. |
6 |
34 |
Lightly injured, no permanent damage. Fully recovered. |
7 |
37 |
Continued as Drifter (Scavenger). |
7 |
38 |
Jeremiah Williams run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
7 |
41 |
Promoted to Drifter (Scavenger) rank 1. |
8 |
41 |
Continued as Drifter (Scavenger). |
8 |
43 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
8 |
45 |
Promoted to Drifter (Scavenger) rank 2. |