Term |
Age |
History |
---|
1 |
18 |
Entered Military Academy(Marine Academy) |
1 |
19 |
A prank goes horribly wrong. Gain a Rival. |
1 |
22 |
Dropped out of military academy. |
2 |
22 |
Became a Merchant (Free Trader). |
2 |
26 |
Forced to muster out. |
3 |
26 |
Became a Drifter (Scavenger). |
3 |
27 |
Doshie Mitchell run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
4 |
27 |
Failed to qualify for Journalist (Entertainer). |
4 |
27 |
Submitted to the draft. |
4 |
27 |
Became a Scout (Courier). |
4 |
29 |
Doshie Mitchell survey an alien world. |
5 |
31 |
Continued as Scout (Courier). |
5 |
32 |
Good fortune |
6 |
35 |
Attempted to change assignments. |
6 |
35 |
Failed to qualify for Explorer (Scout). |
6 |
35 |
Continued as Scout (Courier). |
6 |
36 |
Doshie Mitchell's ship is ambushed by enemy vessels. Doshie Mitchell successfully ran to the jump point. |