Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Infantry (Army). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
22 |
A sudden war destroys Furman Moore's trade routes and contacts, forcing Furman Moore to flee that region of space. |
1 |
22 |
Gain rebels as Enemy |
2 |
22 |
Failed to qualify for Corporate (Citizen). |
2 |
22 |
Became a Drifter (Barbarian). |
2 |
26 |
A new romantic starts. Gain an Ally. |
3 |
26 |
Continued as Drifter (Barbarian). |
3 |
27 |
Furman Moore run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
4 |
27 |
Failed to qualify for Intelligence (Agent). |
4 |
27 |
Switched to Drifter (Wanderer). |
4 |
31 |
Promoted to Drifter (Wanderer) rank 1. |
5 |
31 |
Continued as Drifter (Wanderer). |
5 |
35 |
Spend time with an alien race. Gain a contact. |
5 |
35 |
Promoted to Drifter (Wanderer) rank 2. |