Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Scientist (Scholar). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Scout (Explorer). |
1 |
22 |
Darryl McDermot's scout ship is one of the first on the scene to rescue the survivors of a disaster. Gain a Contact. |
2 |
22 |
Voluntarily left Explorer |
2 |
22 |
Became a Navy (Flight) with the new title Crewman. |
2 |
23 |
Darryl McDermot is tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival. |
3 |
23 |
Became a Merchant (Broker). |
3 |
25 |
Make an unexpected connection outside Darryl McDermot's normal circles. Gain a Contact. |
4 |
27 |
Continued as Merchant (Broker). |
4 |
28 |
Embroiled in legal trouble. |
4 |
31 |
Promoted to Merchant (Broker) rank 1. |
5 |
31 |
Continued as Merchant (Broker). |
5 |
32 |
A sudden war destroys Darryl McDermot's trade routes and contacts, forcing Darryl McDermot to flee that region of space. |
5 |
32 |
Gain rebels as Enemy |
6 |
32 |
Failed to qualify for Artist (Entertainer). |
6 |
32 |
Became a Drifter (Wanderer). |
6 |
34 |
Survived a risky adventure but gained nothing. |
6 |
36 |
Promoted to Drifter (Wanderer) rank 1. |