Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Scavenger). |
1 |
21 |
Severely injured. Fully recovered. Owe 7,500 for medical bills. |
2 |
21 |
Became a Rogue (Thief). |
2 |
22 |
Involved in a feud with a rival criminal organization. |
2 |
22 |
Severely injured. Fully recovered. Owe 5,000 for medical bills. |
2 |
25 |
Promoted to Rogue (Thief) rank 1. |
3 |
25 |
Attempted to change assignments. |
3 |
25 |
Failed to qualify for Enforcer (Rogue). |
3 |
25 |
Continued as Rogue (Thief). |
3 |
29 |
Nearly killed. Fully recovered. Owe 40,000 for medical bills. |
4 |
29 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
30 |
Make an unexpected connection outside Smith Lane's normal circles. Gain a Contact. |
4 |
33 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
5 |
33 |
Continued as Merchant (Merchant Marine). |
5 |
37 |
A series of bad deals and decisions force Smith Lane into bankruptcy. Smith Lane salvages what Smith Lane can. |
6 |
37 |
Became a Scholar (Physician). |
6 |
38 |
Win a prestigious prize for Smith Lane's work. |
7 |
41 |
Continued as Scholar (Physician). |
7 |
44 |
Caught cheating in some fashion, advancing Smith Lane's career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. |
7 |
44 |
A rival researcher blackens Smith Lane's name or steals Smith Lane's research. Gain a Rival. |
7 |
44 |
Gain an Enemy |