Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Corporate). |
1 |
21 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
2 |
21 |
Failed to qualify for Star Marine (Marine). |
2 |
21 |
Became a Drifter (Barbarian). |
2 |
24 |
Good fortune |
3 |
25 |
Continued as Drifter (Barbarian). |
3 |
27 |
Spend time with an alien race. Gain a contact. |
4 |
29 |
Voluntarily left Barbarian |
4 |
29 |
Failed to qualify for Field Researcher (Scholar). |
4 |
29 |
Submitted to the draft. |
4 |
29 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
31 |
Imperial trade restrictions force Greta Wright out of business. |
5 |
31 |
Switched to Drifter (Wanderer). |
5 |
32 |
Greta Wright run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
6 |
32 |
Failed to qualify for Merchant Marine (Merchant). |
6 |
32 |
Switched to Drifter (Scavenger). |
6 |
34 |
Betrayed by a friend. One of Greta Wright's Contacts or Allies betrays Greta Wright, ending Greta Wright's career. That Contact or Ally becomes a Rival or Enemy. |
7 |
36 |
Continued as Drifter (Scavenger). |
7 |
40 |
Promoted to Drifter (Scavenger) rank 1. |