Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Corporate Agent). |
1 |
22 |
Marion Newman's work ends up coming home with Marion Newman, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
2 |
22 |
Failed to qualify for Thief (Rogue). |
2 |
22 |
Submitted to the draft. |
2 |
22 |
Became a Navy (Line/Crew) with the new title Crewman. |
2 |
25 |
Marion Newman foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
2 |
26 |
Promoted to Navy (Line/Crew) rank 1 with the new title Able Spacehand. |
3 |
26 |
Voluntarily left Line/Crew |
3 |
26 |
Failed to qualify for Cavalry (Army). |
3 |
26 |
Became a Drifter (Wanderer). |
3 |
27 |
Marion Newman run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
4 |
27 |
Became a Merchant (Free Trader). |
4 |
28 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
4 |
31 |
Promoted to Merchant (Free Trader) rank 1. |