Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Scavenger). |
1 |
21 |
Attacked by enemies that Emery Cole easily defeat. |
1 |
21 |
Gain Enemy if Emery Cole don't already have one. |
1 |
22 |
Promoted to Drifter (Scavenger) rank 1. |
2 |
22 |
Continued as Drifter (Scavenger). |
2 |
23 |
Amnesia. |
2 |
26 |
Promoted to Drifter (Scavenger) rank 2. |
3 |
26 |
Continued as Drifter (Scavenger). |
3 |
30 |
Find valuable salvage. |
3 |
30 |
Promoted to Drifter (Scavenger) rank 3. |
4 |
30 |
Continued as Drifter (Scavenger). |
4 |
34 |
Gained a contact. |
4 |
34 |
Promoted to Drifter (Scavenger) rank 4. |
5 |
34 |
Voluntarily left Scavenger |
5 |
34 |
Failed to qualify for Physician (Scholar). |
5 |
34 |
Continued as Drifter (Scavenger). |
5 |
35 |
Attacked by enemies that Emery Cole easily defeat. |
5 |
35 |
Gain Enemy if Emery Cole don't already have one. |
6 |
38 |
Continued as Drifter (Scavenger). |
6 |
42 |
Emery Cole run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
7 |
42 |
Failed to qualify for Free Trader (Merchant). |
7 |
42 |
Submitted to the draft. |
7 |
42 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
7 |
46 |
A good deal ensures Emery Cole is living the high life for a few years. |
7 |
46 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |