Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Merchant Academy. |
1 |
18 |
Became a Drifter (Scavenger). |
1 |
22 |
Dexter Sims run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
2 |
22 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
25 |
Make an unexpected connection outside Dexter Sims's normal circles. Gain a Contact. |
2 |
26 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
30 |
Embroiled in legal trouble. |
4 |
30 |
Voluntarily left Merchant Marine |
4 |
30 |
Failed to qualify for Corporate (Citizen). |
4 |
30 |
Submitted to the draft. |
4 |
30 |
Became a Scout (Surveyor). |
4 |
34 |
Spend several years jumping from world to world in Dexter Sims's scout ship. |
4 |
34 |
Promoted to Scout (Surveyor) rank 1 with the new title Scout. |
5 |
34 |
Continued as Scout (Surveyor). |
5 |
35 |
Lightly injured, no permanent damage. Fully recovered. |
6 |
35 |
Became a Noble (Administrator) with the new title Assistant. |
6 |
38 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
6 |
39 |
Promoted to Noble (Administrator) rank 1 with the new title Clerk. |