Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
22 |
A prank goes horribly wrong. Gain a Rival. |
1 |
26 |
Failed as a colonist. |
2 |
26 |
Failed to qualify for Infantry (Army). |
2 |
26 |
Became a Drifter (Scavenger). |
2 |
30 |
Severely injured. Fully recovered. Owe 15,000 for medical bills. |
3 |
30 |
Became a Citizen (Colonist). |
3 |
31 |
Roman Sapping learn something Roman Sapping should not have – a corporate secret, a political scandal – which Roman Sapping can profit from illegally. |
3 |
31 |
Gain a criminal contact. |
3 |
34 |
Promoted to Citizen (Colonist) rank 1. |
4 |
34 |
Continued as Citizen (Colonist). |
4 |
38 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
5 |
38 |
Became a Merchant (Free Trader). |
5 |
41 |
Accused of a crime |
6 |
42 |
Became a Prisoner (Inmate). |
6 |
43 |
Disgraced. Word of Roman Sapping's criminal past reaches Roman Sapping's homeworld. |