Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Colonist). |
1 |
21 |
Political upheaval strikes Sherri Teague's homeworld, and Sherri Teague is caught up in the revolution. |
1 |
22 |
Promoted to Citizen (Colonist) rank 1. |
2 |
22 |
Continued as Citizen (Colonist). |
2 |
24 |
Severely injured. Fully recovered. Owe 7,500 for medical bills. |
3 |
24 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
3 |
27 |
Sherri Teague foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
4 |
28 |
Voluntarily left Engineer/Gunner |
4 |
28 |
Failed to qualify for Surveyor (Scout). |
4 |
28 |
Became a Drifter (Barbarian). |
4 |
30 |
Betrayed by a friend. One of Sherri Teague's Contacts or Allies betrays Sherri Teague, ending Sherri Teague's career. That Contact or Ally becomes a Rival or Enemy. |
5 |
30 |
Failed to qualify for Explorer (Scout). |
5 |
30 |
Submitted to the draft. |
5 |
30 |
Switched to Navy (Line/Crew) with previous rank. |
5 |
31 |
Sherri Teague join a gambling circle on board. |
6 |
34 |
Voluntarily left Line/Crew |
6 |
34 |
Became a Merchant (Broker). |
6 |
36 |
Bankrupted by a rival. Gain the other trader as a Rival. |
7 |
36 |
Switched to Drifter (Wanderer). |
7 |
38 |
Sherri Teague run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
8 |
38 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
8 |
40 |
Sherri Teague retreat from the mundane world for a time in the hope of a revelation, although this affects
your work and relationships. |
8 |
42 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |