Term |
Age |
History |
---|
1 |
18 |
Became a Entertainer (Performer). |
1 |
19 |
An investigation, tour, project or expedition goes wrong, stranding Corbett Fawns far from home. |
2 |
19 |
Failed to qualify for Colonist (Citizen). |
2 |
19 |
Became a Drifter (Wanderer). |
2 |
23 |
Find Ancient Technology. |
2 |
23 |
Forced to continue current assignment. |
2 |
23 |
Promoted to Drifter (Wanderer) rank 1. |
3 |
23 |
Continued as Drifter (Wanderer). |
3 |
27 |
Promoted to Drifter (Wanderer) rank 2. |
4 |
27 |
Continued as Drifter (Wanderer). |
4 |
31 |
Attacked by enemies and injured. |
4 |
31 |
Lightly injured, no permanent damage. Fully recovered. |
4 |
31 |
Gain Enemy if Corbett Fawns don't already have one. |
5 |
31 |
Continued as Drifter (Wanderer). |
5 |
34 |
Corbett Fawns run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
6 |
34 |
Became a Scout (Explorer). |
6 |
35 |
Nearly killed. Owe 30,000 for medical bills. |
7 |
35 |
Became a Merchant (Broker). |
7 |
37 |
Moved to a new world. |
8 |
39 |
Continued as Merchant (Broker). |
8 |
43 |
Make an unexpected connection outside Corbett Fawns's normal circles. Gain a Contact. |
9 |
43 |
Continued as Merchant (Broker). |
9 |
44 |
Embroiled in legal trouble. |
10 |
47 |
Continued as Merchant (Broker). |
10 |
51 |
Befriend a useful ally in one sphere. Gain an Ally. |
10 |
51 |
Promoted to Merchant (Broker) rank 1. |
11 |
51 |
Continued as Merchant (Broker). |
11 |
52 |
Embroiled in legal trouble. |
11 |
55 |
Forced to muster out. |
12 |
55 |
Aging Crisis. Owe 10,000 for medical bills. |
12 |
55 |
Retired at age 55. |