Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
22 |
Accepted a deal with criminal or other figure under investigation. |
2 |
22 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
23 |
Imperial trade restrictions force Jeremiah Lamb out of business. |
3 |
23 |
Became a Drifter (Barbarian). |
3 |
24 |
Gained a contact. |
3 |
27 |
Promoted to Drifter (Barbarian) rank 1. |
4 |
27 |
Continued as Drifter (Barbarian). |
4 |
28 |
Attacked by enemies and injured. |
4 |
28 |
Severely injured. Owe 10,000 for medical bills. |
4 |
28 |
Gain Enemy if Jeremiah Lamb don't already have one. |
5 |
31 |
Continued as Drifter (Barbarian). |
5 |
34 |
Find valuable salvage. |
5 |
35 |
Promoted to Drifter (Barbarian) rank 2 with the new title Warrior. |
6 |
35 |
Continued as Drifter (Barbarian). |
6 |
38 |
Encounter a Psionic institute. |
6 |
38 |
Tested for psionic powers |
6 |
39 |
Promoted to Drifter (Barbarian) rank 3. |
7 |
39 |
Continued as Drifter (Barbarian). |
7 |
41 |
Betrayed by a friend. One of Jeremiah Lamb's Contacts or Allies betrays Jeremiah Lamb, ending Jeremiah Lamb's career. That Contact or Ally becomes a Rival or Enemy. |
8 |
41 |
Became a Citizen (Corporate). |
8 |
44 |
Jeremiah Lamb's business expands, Jeremiah Lamb's corporation grows, or the colony thrives. |
8 |
45 |
Promoted to Citizen (Corporate) rank 1. |
9 |
45 |
Continued as Citizen (Corporate). |
9 |
49 |
Scarred. Fully recovered. Owe 5,000 for medical bills. |