Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Colonist). |
1 |
21 |
A revolution, attack or other unusual event throws Fred Schmidt's life into chaos, forcing Fred Schmidt to leave the planet. |
2 |
21 |
Failed to qualify for Field Researcher (Scholar). |
2 |
21 |
Became a Drifter (Wanderer). |
2 |
25 |
Spend time with an alien race. Gain a contact. |
2 |
25 |
Promoted to Drifter (Wanderer) rank 1. |
3 |
25 |
Continued as Drifter (Wanderer). |
3 |
28 |
Survived a risky adventure but gained nothing. |
3 |
29 |
Promoted to Drifter (Wanderer) rank 2. |
4 |
29 |
Continued as Drifter (Wanderer). |
4 |
32 |
Fred Schmidt do not know what happened to Fred Schmidt. There is a gap in Fred Schmidt's memory. |
5 |
32 |
Became a Scout (Surveyor). |
5 |
33 |
Fred Schmidt's scout ship is one of the first on the scene to rescue the survivors of a disaster but Fred Schmidt fail to help. Gain an Enemy. |
5 |
33 |
Nearly killed. Fully recovered. Owe 30,000 for medical bills. |
6 |
36 |
Continued as Scout (Surveyor). |
6 |
38 |
Nearly killed. Owe 35,000 for medical bills. |
7 |
38 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
7 |
39 |
Given advanced training in a specialist field |
8 |
42 |
Continued as Merchant (Merchant Marine). |
8 |
46 |
Make an unexpected connection outside Fred Schmidt's normal circles. Gain a Contact. |
8 |
46 |
Forced to muster out. |