Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
20 |
A prank goes horribly wrong. Gain an Enemy |
1 |
24 |
Left the colonies. |
2 |
24 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
27 |
Severely injured. Fully recovered. Owe 15,000 for medical bills. |
3 |
27 |
Became a Scholar (Physician). |
3 |
29 |
Moved to a new world. |
4 |
31 |
Continued as Scholar (Physician). |
4 |
32 |
Work leads to a considerable breakthrough. |
4 |
35 |
Promoted to Scholar (Physician) rank 1. |
5 |
35 |
Continued as Scholar (Physician). |
5 |
38 |
A disaster leaves several injured, and others blame Ernestine Grain, forcing Ernestine Grain to leave Ernestine Grain's career. Gain a Rival. |
5 |
38 |
Lightly injured, no permanent damage. Fully recovered. |
6 |
38 |
Became a Scout (Courier). |
6 |
40 |
Ernestine Grain's scout ship is one of the first on the scene to rescue the survivors of a disaster but Ernestine Grain fail to help. Gain an Enemy. |
6 |
40 |
Ernestine Grain's ship is damaged, and Ernestine Grain have to hitch-hike Ernestine Grain's way back across the stars to the nearest scout base. |
6 |
40 |
Gain 4 Contacts. Gain 2 Enemies. |