Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
21 |
A prank goes horribly wrong. Gain an Enemy |
1 |
27 |
Left the colonies. |
2 |
27 |
Failed to qualify for Worker (Citizen). |
2 |
27 |
Submitted to the draft. |
2 |
27 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
2 |
30 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
3 |
30 |
Became a Agent (Intelligence). |
3 |
33 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
4 |
33 |
Became a Scout (Explorer). |
4 |
36 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
4 |
37 |
Promoted to Scout (Explorer) rank 1 with the new title Scout. |