Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
19 |
Suffered a deep tragedy. |
1 |
27 |
Failed as a colonist. |
2 |
27 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
30 |
Bankrupted by a rival. Gain the other trader as a Rival. |
3 |
30 |
Became a Drifter (Scavenger). |
3 |
33 |
A new romantic starts. Gain an Ally. |
4 |
34 |
Continued as Drifter (Scavenger). |
4 |
36 |
Attacked by enemies that Grace Andrews easily defeat. |
4 |
36 |
Gain Enemy if Grace Andrews don't already have one. |
5 |
38 |
Continued as Drifter (Scavenger). |
5 |
40 |
Severely injured. |
6 |
40 |
Became a Rogue (Enforcer). |
6 |
44 |
A police detective or rival criminal forces Grace Andrews to flee and vows to hunt Grace Andrews down. Gain an Enemy. |
7 |
44 |
Became a Scout (Surveyor). |
7 |
47 |
Spend several years jumping from world to world in Grace Andrews's scout ship. |