Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Courier). |
1 |
20 |
Ray Caldwell's scout ship is one of the first on the scene to rescue the survivors of a disaster but Ray Caldwell fail to help. Gain an Enemy. |
1 |
20 |
Nearly killed. Owe 12,500 for medical bills. |
2 |
22 |
Voluntarily left Courier |
2 |
22 |
Became a Citizen (Colonist). |
2 |
26 |
Scarred. Fully recovered. Owe 2,500 for medical bills. |
3 |
26 |
Failed to qualify for Cavalry (Army). |
3 |
26 |
Submitted to the draft. |
3 |
26 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
3 |
27 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
4 |
27 |
Became a Drifter (Scavenger). |
4 |
29 |
Ray Caldwell do not know what happened to Ray Caldwell. There is a gap in Ray Caldwell's memory. |
5 |
29 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
5 |
30 |
Opponents of Ray Caldwell's belief system ambush Ray Caldwell. |
5 |
30 |
Nearly killed. Fully recovered. Owe 30,000 for medical bills. |
6 |
30 |
Switched to Drifter (Wanderer). |
6 |
31 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
7 |
31 |
Returned to Believer (Missionary/Humanitarian). |
7 |
32 |
Ray Caldwell refuse to secretly provide religious rites for a dying leader or noble, because they do not share Ray Caldwell's faith. |
7 |
35 |
Forced to muster out. |
8 |
35 |
Returned to Drifter (Wanderer). |