Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
19 |
Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
26 |
Make an unexpected connection outside Avery Clements's normal circles. Gain a Contact. |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
28 |
A good deal ensures Avery Clements is living the high life for a few years. |
3 |
30 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
4 |
30 |
Continued as Merchant (Merchant Marine). |
4 |
31 |
Imperial trade restrictions force Avery Clements out of business. |
5 |
31 |
Failed to qualify for Intelligence (Agent). |
5 |
31 |
Submitted to the draft. |
5 |
31 |
Continued as Merchant (Merchant Marine). |
5 |
35 |
Make an unexpected connection outside Avery Clements's normal circles. Gain a Contact. |
5 |
35 |
Forced to muster out. |
6 |
35 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
6 |
36 |
Avery Clements is sent to a new community or parish to preach The Word among the poor. |
7 |
39 |
Continued as Believer (Missionary/Humanitarian). |
7 |
42 |
A notable academic consults with Avery Clements about a publication or documentary he is working on. Gain a Contact in academia. |
8 |
43 |
Voluntarily left Missionary/Humanitarian |
8 |
43 |
Became a Scout (Explorer). |
8 |
46 |
Psychologically damaged by Avery Clements's time in the scouts. |
9 |
46 |
Failed to qualify for Corporate (Citizen). |
9 |
46 |
Became a Drifter (Scavenger). |
9 |
47 |
Find valuable salvage. |
10 |
50 |
Continued as Drifter (Scavenger). |
10 |
51 |
Avery Clements run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
11 |
51 |
Aging Crisis. Owe 30,000 for medical bills. |
11 |
51 |
Retired at age 51. |