Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
21 |
A prank goes horribly wrong. Gain an Enemy |
1 |
24 |
Left the colonies. |
2 |
24 |
Became a Army (Cavalry) with the new title Private. |
2 |
25 |
Lost eye or limb. Fully recovered. Owe 2,500 for medical bills. |
3 |
25 |
Became a Merchant (Broker). |
3 |
29 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
4 |
29 |
Continued as Merchant (Broker). |
4 |
31 |
Make an unexpected connection outside Elmer Watson's normal circles. Gain a Contact. |
4 |
33 |
Promoted to Merchant (Broker) rank 1. |
5 |
33 |
Continued as Merchant (Broker). |
5 |
37 |
Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
6 |
37 |
Continued as Merchant (Broker). |
6 |
41 |
Make an unexpected connection outside Elmer Watson's normal circles. Gain a Contact. |
6 |
41 |
Promoted to Merchant (Broker) rank 2. |
7 |
41 |
Continued as Merchant (Broker). |
7 |
45 |
Promoted to Merchant (Broker) rank 3 with the new title Experienced Broker. |
8 |
45 |
Continued as Merchant (Broker). |
8 |
46 |
Embroiled in legal trouble. |
8 |
49 |
Promoted to Merchant (Broker) rank 4. |
9 |
49 |
Continued as Merchant (Broker). |
9 |
50 |
A sudden war destroys Elmer Watson's trade routes and contacts, forcing Elmer Watson to flee that region of space. |
9 |
50 |
Gain rebels as Enemy |
9 |
53 |
Forced to muster out. |