Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
20 |
Good fortune |
1 |
24 |
Left the colonies. |
2 |
24 |
Became a Scout (Explorer). |
2 |
26 |
When dealing with an alien race, Merle Johnson botch an opportunity to gather extra intelligence about them. |
2 |
26 |
Merle Johnson's ship is damaged, and Merle Johnson have to hitch-hike Merle Johnson's way back across the stars to the nearest scout base. |
2 |
26 |
Gain 3 Contacts. Gain 3 Enemies. |
2 |
28 |
Forced to muster out. |
3 |
28 |
Became a Drifter (Barbarian). |
3 |
30 |
Betrayed by a friend. One of Merle Johnson's Contacts or Allies betrays Merle Johnson, ending Merle Johnson's career. That Contact or Ally becomes a Rival or Enemy. |
4 |
30 |
Failed to qualify for Enforcer (Rogue). |
4 |
30 |
Submitted to the draft. |
4 |
30 |
Returned to Scout (Explorer). |
4 |
34 |
Accused of a crime |
4 |
34 |
Forced to muster out. |