Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
22 |
War breaks out, triggering a mandatory draft. |
1 |
22 |
Fled from the draft. |
1 |
27 |
Failed as a colonist. |
2 |
27 |
Became a Drifter (Scavenger). |
2 |
30 |
Attempted a risky adventure and was sent to prison. |
2 |
31 |
Forced to continue current assignment. |
2 |
31 |
Promoted to Drifter (Scavenger) rank 1. |
3 |
31 |
Continued as Drifter (Scavenger). |
3 |
34 |
Myrtice Skidd do not know what happened to Myrtice Skidd. There is a gap in Myrtice Skidd's memory. |
4 |
34 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
35 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
5 |
38 |
Continued as Merchant (Merchant Marine). |
5 |
41 |
Make an unexpected connection outside Myrtice Skidd's normal circles. Gain a Contact. |
6 |
42 |
Continued as Merchant (Merchant Marine). |
6 |
43 |
A series of bad deals and decisions force Myrtice Skidd into bankruptcy. Myrtice Skidd salvages what Myrtice Skidd can. |
7 |
43 |
Became a Scout (Surveyor). |
7 |
47 |
Perform an exemplary service for the scouts. |
8 |
47 |
Continued as Scout (Surveyor). |
8 |
50 |
Perform an exemplary service for the scouts. |