Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Courier). |
1 |
22 |
When dealing with an alien race, Amber Doyle botch an opportunity to gather extra intelligence about them. |
1 |
22 |
Amber Doyle have no idea what happened to Amber Doyle – they found Amber Doyle's ship drifting on the fringes of friendly space. |
2 |
22 |
Attempted to change assignments. |
2 |
22 |
Switched to Scout (Surveyor) with previous rank. |
2 |
26 |
Psychologically damaged by Amber Doyle's time in the scouts. |
3 |
26 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
3 |
30 |
Risk Amber Doyle's fortune on a possibility lucrative deal and win. |
4 |
30 |
Continued as Merchant (Merchant Marine). |
4 |
31 |
Embroiled in legal trouble. |
5 |
34 |
Continued as Merchant (Merchant Marine). |
5 |
37 |
Imperial trade restrictions force Amber Doyle out of business. |
6 |
37 |
Became a Drifter (Wanderer). |
6 |
38 |
Suffer from a life-threatening illness. |
7 |
38 |
Became a Citizen (Worker). |
7 |
42 |
Political upheaval strikes Amber Doyle's homeworld, and Amber Doyle is caught up in the revolution. |
7 |
42 |
Promoted to Citizen (Worker) rank 1. |
8 |
42 |
Continued as Citizen (Worker). |
8 |
46 |
Amber Doyle's business expands, Amber Doyle's corporation grows, or the colony thrives. |
9 |
46 |
Continued as Citizen (Worker). |
9 |
47 |
Advanced training in a specialist field. |
10 |
50 |
Continued as Citizen (Worker). |
10 |
53 |
Amber Doyle befriend a superior in the corporation or the colony. |