Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Courier). |
1 |
19 |
Allen McDermot's scout ship is one of the first on the scene to rescue the survivors of a disaster but Allen McDermot fail to help. Gain an Enemy. |
1 |
19 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
2 |
22 |
Attempted to change assignments. |
2 |
22 |
Switched to Scout (Explorer) with previous rank. |
2 |
25 |
Allen McDermot have no idea what happened to Allen McDermot – they found Allen McDermot's ship drifting on the fringes of friendly space. |
3 |
25 |
Became a Noble (Diplomat) with the new title Intern. |
3 |
27 |
Allen McDermot reign is acclaimed by all as being fair and wise – or in the case of a dilettante, Allen McDermot sponge off Allen McDermot's family’s wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. |
3 |
29 |
Promoted to Noble (Diplomat) rank 1 with the new title 3rd Secretary. |
4 |
29 |
Continued as Noble (Diplomat). |
4 |
33 |
Allen McDermot manipulate and charm Allen McDermot's way through high society. Gain a Rival and an Ally. |
5 |
33 |
Voluntarily left Diplomat |
5 |
33 |
Failed to qualify for Cavalry (Army). |
5 |
33 |
Submitted to the draft. |
5 |
33 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
5 |
37 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |