Term |
Age |
History |
---|
1 |
18 |
Became a Rogue (Thief). |
1 |
20 |
A police detective or rival criminal forces Emerson McKee to flee and vows to hunt Emerson McKee down. Gain an Enemy. |
2 |
20 |
Failed to qualify for Colonist (Citizen). |
2 |
20 |
Submitted to the draft. |
2 |
20 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
22 |
Given advanced training in a specialist field |
3 |
24 |
Continued as Merchant (Merchant Marine). |
3 |
25 |
Make an unexpected connection outside Emerson McKee's normal circles. Gain a Contact. |
4 |
28 |
Continued as Merchant (Merchant Marine). |
4 |
29 |
Imperial trade restrictions force Emerson McKee out of business. |
5 |
29 |
Became a Drifter (Scavenger). |
5 |
31 |
Offered job by a patron. Now owe him a favor. |
5 |
33 |
Promoted to Drifter (Scavenger) rank 1. |
6 |
33 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
6 |
35 |
Someone more charismatic but less devout than Emerson McKee has become Emerson McKee's superior. |
7 |
37 |
Continued as Believer (Missionary/Humanitarian). |
7 |
40 |
Opponents of Emerson McKee's belief system ambush Emerson McKee. |
7 |
40 |
Nearly killed. Owe 20,000 for medical bills. |
8 |
40 |
Switched to Merchant (Broker). |
8 |
41 |
Gained a contact. |
9 |
44 |
Continued as Merchant (Broker). |
9 |
46 |
Emerson McKee's ship or starport is destroyed by criminals. Gain them as an Enemy. |