Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Worker (Citizen). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Agent (Law Enforcement) with the new title Rookie. |
1 |
19 |
Jewell Cumming went above and beyond the call of duty. |
2 |
22 |
Continued as Agent (Law Enforcement). |
2 |
24 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
2 |
26 |
Promoted to Agent (Law Enforcement) rank 1 with the new title Corporal. |
3 |
26 |
Continued as Agent (Law Enforcement). |
3 |
28 |
Jewell Cumming's work ends up coming home with Jewell Cumming, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
4 |
28 |
Became a Citizen (Corporate). |
4 |
32 |
Jewell Cumming befriend a superior in the corporation or the colony. |
4 |
32 |
Promoted to Citizen (Corporate) rank 1. |
5 |
32 |
Continued as Citizen (Corporate). |
5 |
33 |
Advanced training in a specialist field. |
6 |
36 |
Continued as Citizen (Corporate). |
6 |
40 |
Refused to co-operate with investigation by the planetary authorities. Gain an Ally |
7 |
40 |
Failed to qualify for Merchant Marine (Merchant). |
7 |
40 |
Became a Drifter (Scavenger). |
7 |
42 |
Suffer from a life-threatening illness. |
8 |
42 |
Became a Merchant (Free Trader). |
8 |
43 |
Make an unexpected connection outside Jewell Cumming's normal circles. Gain a Contact. |
9 |
46 |
Continued as Merchant (Free Trader). |
9 |
47 |
Imperial trade restrictions force Jewell Cumming out of business. |
10 |
47 |
Switched to Drifter (Wanderer). |
10 |
50 |
Find valuable salvage. |
11 |
51 |
Aging Crisis. Owe 10,000 for medical bills. |
11 |
51 |
Retired at age 51. |
11 |
51 |
Continued as Drifter (Wanderer). |
11 |
53 |
Injured. Fully recovered. Owe 5,000 for medical bills. |
12 |
53 |
Aging Crisis. Owe 30,000 for medical bills. |
12 |
53 |
Retired. |
12 |
57 |
Gained a contact. |
13 |
57 |
Aging Crisis. Owe 40,000 for medical bills. |