Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Wanderer). |
1 |
21 |
Sidney McMillan run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
2 |
21 |
Failed to qualify for Free Trader (Merchant). |
2 |
21 |
Submitted to the draft. |
2 |
21 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
2 |
23 |
During a battle, defeat or victory depends on Sidney McMillan's actions. The ship suffers severe damage and Sidney McMillan is blamed for the disaster. Sidney McMillan is court - martialled and discharged. |
3 |
23 |
Became a Merchant (Broker). |
3 |
25 |
Given advanced training in a specialist field |
3 |
27 |
Promoted to Merchant (Broker) rank 1. |
4 |
27 |
Continued as Merchant (Broker). |
4 |
28 |
Embroiled in legal trouble. |
4 |
31 |
Promoted to Merchant (Broker) rank 2. |
5 |
31 |
Continued as Merchant (Broker). |
5 |
35 |
Make an unexpected connection outside Sidney McMillan's normal circles. Gain a Contact. |