Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Explorer). |
1 |
21 |
Psychologically damaged by Erie Chambers's time in the scouts. |
2 |
21 |
Failed to qualify for Engineer/Gunner (Navy). |
2 |
21 |
Became a Drifter (Barbarian). |
2 |
22 |
Betrayed by a friend. One of Erie Chambers's Contacts or Allies betrays Erie Chambers, ending Erie Chambers's career. That Contact or Ally becomes a Rival or Enemy. |
3 |
22 |
Switched to Scout (Courier) with previous rank. |
3 |
24 |
Erie Chambers's scout ship is one of the first on the scene to rescue the survivors of a disaster but Erie Chambers fail to help. Gain an Enemy. |
3 |
24 |
Erie Chambers's ship is damaged, and Erie Chambers have to hitch-hike Erie Chambers's way back across the stars to the nearest scout base. |
3 |
24 |
Gain 5 Contacts. Gain 3 Enemies. |
4 |
26 |
Continued as Scout (Courier). |
4 |
30 |
Victim of a crime |
5 |
30 |
Voluntarily left Courier |
5 |
30 |
Returned to Drifter (Barbarian). |
5 |
34 |
Erie Chambers run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
6 |
34 |
Failed to qualify for Merchant Marine (Merchant). |
6 |
34 |
Switched to Drifter (Wanderer). |
6 |
36 |
Attacked by enemies that Erie Chambers easily defeat. |
6 |
36 |
Gain Enemy if Erie Chambers don't already have one. |
6 |
38 |
Promoted to Drifter (Wanderer) rank 1. |