Term |
Age |
History |
---|
1 |
18 |
Became a Scholar (Scientist). |
1 |
22 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
2 |
22 |
Continued as Scholar (Scientist). |
2 |
26 |
Make a breakthrough in Malinda Chapman's field. |
2 |
26 |
Promoted to Scholar (Scientist) rank 1. |
3 |
26 |
Continued as Scholar (Scientist). |
3 |
30 |
Win a prestigious prize for Malinda Chapman's work. |
4 |
30 |
Continued as Scholar (Scientist). |
4 |
31 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
5 |
34 |
Continued as Scholar (Scientist). |
5 |
38 |
An expedition or voyage goes wrong, leaving Malinda Chapman stranded in the wilderness. |
6 |
38 |
Failed to qualify for Merchant Marine (Merchant). |
6 |
38 |
Became a Drifter (Wanderer). |
6 |
39 |
Betrayed by a friend. One of Malinda Chapman's Contacts or Allies betrays Malinda Chapman, ending Malinda Chapman's career. That Contact or Ally becomes a Rival or Enemy. |
7 |
39 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
7 |
43 |
Make an unexpected connection outside Malinda Chapman's normal circles. Gain a Contact. |
8 |
43 |
Continued as Merchant (Merchant Marine). |
8 |
44 |
Find Ancient Technology. |
9 |
47 |
Continued as Merchant (Merchant Marine). |
9 |
49 |
Embroiled in legal trouble. |
10 |
51 |
Continued as Merchant (Merchant Marine). |
10 |
54 |
A new romantic starts. Gain an Ally. |
11 |
55 |
Continued as Merchant (Merchant Marine). |
11 |
59 |
Risk Malinda Chapman's fortune on a possibility lucrative deal and win. |
11 |
59 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |