Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
19 |
Make an unexpected connection outside Walker Sims's normal circles. Gain a Contact. |
1 |
22 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
2 |
22 |
Voluntarily left Merchant Marine |
2 |
22 |
Became a Scout (Courier). |
2 |
24 |
Walker Sims spend a great deal of time on the fringes of Charted Space. |
2 |
24 |
Severely injured. Fully recovered. Owe 25,000 for medical bills. |
3 |
26 |
Continued as Scout (Courier). |
3 |
30 |
Walker Sims have no idea what happened to Walker Sims – they found Walker Sims's ship drifting on the fringes of friendly space. |
4 |
30 |
Became a Drifter (Barbarian). |
4 |
31 |
Walker Sims do not know what happened to Walker Sims. There is a gap in Walker Sims's memory. |
5 |
31 |
Became a Citizen (Corporate). |
5 |
34 |
A revolution, attack or other unusual event throws Walker Sims's life into chaos, forcing Walker Sims to leave the planet. |
6 |
34 |
Switched to Drifter (Wanderer). |
6 |
35 |
Find valuable salvage. |