Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Corporate). |
1 |
20 |
Spend time with an alien race. Gain a contact. |
2 |
22 |
Continued as Citizen (Corporate). |
2 |
25 |
Furman Stoker learn something Furman Stoker should not have – a corporate secret, a political scandal – which Furman Stoker can profit from illegally. |
2 |
26 |
Promoted to Citizen (Corporate) rank 1. |
3 |
26 |
Voluntarily left Corporate |
3 |
26 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
3 |
27 |
Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
3 |
30 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
4 |
30 |
Continued as Merchant (Merchant Marine). |
4 |
32 |
Embroiled in legal trouble. |
4 |
34 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
5 |
34 |
Continued as Merchant (Merchant Marine). |
5 |
35 |
Make an unexpected connection outside Furman Stoker's normal circles. Gain a Contact. |
5 |
38 |
Promoted to Merchant (Merchant Marine) rank 3 with the new title 3rd Officer. |