Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Broker). |
1 |
21 |
A good deal ensures Easter Simmons is living the high life for a few years. |
1 |
22 |
Promoted to Merchant (Broker) rank 1. |
2 |
22 |
Continued as Merchant (Broker). |
2 |
26 |
Given advanced training in a specialist field |
3 |
26 |
Continued as Merchant (Broker). |
3 |
30 |
Severely injured. Owe 3,750 for medical bills. |
4 |
30 |
Became a Scholar (Scientist). |
4 |
32 |
Caught cheating in some fashion, advancing Easter Simmons's career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. |
4 |
32 |
An expedition or voyage goes wrong, leaving Easter Simmons stranded in the wilderness. |
4 |
32 |
Gain an Enemy |
5 |
34 |
Continued as Scholar (Scientist). |
5 |
36 |
Nearly killed. Owe 17,500 for medical bills. |
6 |
36 |
Became a Drifter (Scavenger). |
7 |
40 |
Voluntarily left Scavenger |
7 |
40 |
Failed to qualify for Free Trader (Merchant). |
7 |
40 |
Submitted to the draft. |
7 |
40 |
Switched to Merchant (Merchant Marine) with the new title Crewman. |
7 |
44 |
Forced to muster out. |