Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Surveyor). |
1 |
22 |
Tim Dean have no idea what happened to Tim Dean – they found Tim Dean's ship drifting on the fringes of friendly space. |
2 |
22 |
Became a Rogue (Thief). |
2 |
23 |
A police detective or rival criminal forces Tim Dean to flee and vows to hunt Tim Dean down. Gain an Enemy. |
3 |
23 |
Failed to qualify for University. |
3 |
23 |
Became a Drifter (Scavenger). |
3 |
25 |
Suffer from a life-threatening illness. |
4 |
25 |
Failed to qualify for Merchant Academy. |
4 |
25 |
Submitted to the draft. |
4 |
25 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
4 |
28 |
Lost eye or limb. Fully recovered. Owe 2,500 for medical bills. |
5 |
28 |
Failed to qualify for Journalist (Entertainer). |
5 |
28 |
Switched to Drifter (Wanderer). |
5 |
32 |
Offered job by a patron. Now owe him a favor. |
5 |
32 |
Promoted to Drifter (Wanderer) rank 1. |
6 |
32 |
Became a Merchant (Free Trader). |
6 |
36 |
Make an unexpected connection outside Tim Dean's normal circles. Gain a Contact. |
6 |
36 |
Promoted to Merchant (Free Trader) rank 1. |
7 |
36 |
Continued as Merchant (Free Trader). |
7 |
38 |
Victim of a crime |
7 |
40 |
Promoted to Merchant (Free Trader) rank 2. |