Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
20 |
A new romantic starts. Gain an Ally. |
1 |
25 |
Failed as a colonist. |
2 |
25 |
Became a Citizen (Colonist). |
2 |
26 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
3 |
26 |
Became a Drifter (Wanderer). |
3 |
29 |
A new romantic starts. Gain an Ally. |
3 |
30 |
Promoted to Drifter (Wanderer) rank 1. |
4 |
30 |
Continued as Drifter (Wanderer). |
5 |
34 |
Continued as Drifter (Wanderer). |
5 |
37 |
Nearly killed. Owe 45,000 for medical bills. |
6 |
37 |
Failed to qualify for Courier (Scout). |
6 |
37 |
Continued as Drifter (Wanderer). |
6 |
38 |
Attacked by enemies that Gerhard Kennedy easily defeat. |
6 |
38 |
Gain Enemy if Gerhard Kennedy don't already have one. |
7 |
41 |
Continued as Drifter (Wanderer). |
7 |
45 |
Attempted a risky adventure and was wildly successful. |
7 |
45 |
Promoted to Drifter (Wanderer) rank 2. |
8 |
45 |
Voluntarily left Wanderer |
8 |
45 |
Became a Scout (Surveyor). |
8 |
49 |
Psychologically damaged by Gerhard Kennedy's time in the scouts. |
9 |
49 |
Returned to Drifter (Wanderer). |
9 |
51 |
Attempted a risky adventure and was sent to prison. |
9 |
53 |
Forced to continue current assignment. |
9 |
53 |
Promoted to Drifter (Wanderer) rank 3. |