Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Free Trader). |
1 |
21 |
Mitchel Magrath's ship or starport is destroyed by criminals. Gain them as an Enemy. |
2 |
21 |
Failed to qualify for Merchant Academy. |
2 |
21 |
Submitted to the draft. |
2 |
21 |
Became a Scout (Surveyor). |
2 |
25 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
3 |
25 |
Failed to qualify for Intelligence (Agent). |
3 |
25 |
Became a Drifter (Wanderer). |
3 |
29 |
Nearly killed. Fully recovered. Owe 40,000 for medical bills. |
4 |
29 |
Entered Merchant Academy with the Shipboard curriculum. |
4 |
31 |
Become leader in social movement. |
4 |
31 |
Gain an Ally and an Enemy. |
4 |
33 |
Graduated. |
5 |
33 |
Switched to Merchant (Merchant Marine) with the new title Crewman. |
5 |
33 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
5 |
37 |
Make an unexpected connection outside Mitchel Magrath's normal circles. Gain a Contact. |