Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Army Academy (Military Academy). |
1 |
18 |
Became a Drifter (Scavenger). |
1 |
22 |
Survived a risky adventure but gained nothing. |
2 |
22 |
Continued as Drifter (Scavenger). |
2 |
25 |
Irving Pearson run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
3 |
25 |
Became a Scholar (Field Researcher). |
3 |
26 |
A rival researcher blackens Irving Pearson's name or steals Irving Pearson's research. Gain a Rival. |
4 |
29 |
Continued as Scholar (Field Researcher). |
4 |
32 |
An expedition or voyage goes wrong, leaving Irving Pearson stranded in the wilderness. |
5 |
32 |
Failed to qualify for Flight (Navy). |
5 |
32 |
Submitted to the draft. |
5 |
32 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
5 |
34 |
A sudden war destroys Irving Pearson's trade routes and contacts, forcing Irving Pearson to flee that region of space. |
5 |
34 |
Gain rebels as Enemy |
6 |
34 |
Became a Scout (Courier). |
6 |
36 |
Spend several years jumping from world to world in Irving Pearson's scout ship. |