Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
21 |
Make an unexpected connection outside Hettie Kuhn's normal circles. Gain a Contact. |
1 |
22 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
2 |
22 |
Voluntarily left Merchant Marine |
2 |
22 |
Entered University. |
2 |
26 |
Graduated. |
3 |
26 |
Voluntarily left Merchant Marine |
3 |
26 |
Became a Scholar (Physician). |
3 |
28 |
Win a prestigious prize for Hettie Kuhn's work. |
3 |
30 |
Promoted to Scholar (Physician) rank 1. |
4 |
30 |
Continued as Scholar (Physician). |
4 |
31 |
Work for an eccentric but brilliant mentor, who becomes an Ally. |
4 |
34 |
Promoted to Scholar (Physician) rank 2. |
5 |
34 |
Continued as Scholar (Physician). |
5 |
38 |
Advanced training in a specialist field. |
6 |
38 |
Continued as Scholar (Physician). |
6 |
41 |
Caught cheating in some fashion, advancing Hettie Kuhn's career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. |
6 |
41 |
An expedition or voyage goes wrong, leaving Hettie Kuhn stranded in the wilderness. |
6 |
41 |
Gain an Enemy |
6 |
42 |
Promoted to Scholar (Physician) rank 3. |