Term |
Age |
History |
---|
1 |
18 |
Entered Military Academy(Army Academy) |
1 |
21 |
A prank goes horribly wrong. Gain a Rival. |
1 |
22 |
Dropped out of military academy. |
2 |
22 |
Became a Citizen (Colonist). |
2 |
25 |
Scarred. Fully recovered. Owe 5,000 for medical bills. |
3 |
25 |
Became a Merchant (Broker). |
3 |
26 |
Given advanced training in a specialist field |
3 |
29 |
Promoted to Merchant (Broker) rank 1. |
4 |
29 |
Continued as Merchant (Broker). |
4 |
33 |
Sigrid Dickman's ship or starport is destroyed by criminals. Gain them as an Enemy. |
5 |
33 |
Continued as Merchant (Broker). |
5 |
37 |
Make an unexpected connection outside Sigrid Dickman's normal circles. Gain a Contact. |
6 |
37 |
Continued as Merchant (Broker). |
6 |
40 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
7 |
41 |
Continued as Merchant (Broker). |
7 |
43 |
Befriend a useful ally in one sphere. Gain an Ally. |
7 |
45 |
Promoted to Merchant (Broker) rank 2. |