Term |
Age |
History |
---|
1 |
18 |
Became a Rogue (Enforcer). |
1 |
20 |
Hermon Morgan spend months in the dangerous criminal underworld. |
1 |
22 |
Promoted to Rogue (Enforcer) rank 1. |
2 |
22 |
Attempted to change assignments. |
2 |
22 |
Switched to Rogue (Thief) with previous rank. |
2 |
25 |
A police detective or rival criminal forces Hermon Morgan to flee and vows to hunt Hermon Morgan down. Gain an Enemy. |
3 |
25 |
Became a Citizen (Colonist). |
3 |
27 |
Hermon Morgan's business expands, Hermon Morgan's corporation grows, or the colony thrives. |
4 |
29 |
Continued as Citizen (Colonist). |
4 |
31 |
Hermon Morgan rise to a position of power in Hermon Morgan's colony or corporation. |
4 |
33 |
Promoted to Citizen (Colonist) rank 1. |
5 |
33 |
Continued as Citizen (Colonist). |
5 |
37 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
6 |
37 |
Failed to qualify for Free Trader (Merchant). |
6 |
37 |
Submitted to the draft. |
6 |
37 |
Became a Agent (Law Enforcement) with the new title Rookie. |
6 |
40 |
Refused a deal with criminal or other figure under investigation. Gain an Enemy |
7 |
40 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
7 |
42 |
Hermon Morgan aid a follower back to the True Path but this angers a friend or relative. Gain an Enemy. |
8 |
42 |
Became a Drifter (Barbarian). |
8 |
43 |
Good fortune |