Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for University. |
1 |
18 |
Became a Drifter (Scavenger). |
1 |
20 |
Spend time with an alien race. Gain a contact. |
2 |
22 |
Continued as Drifter (Scavenger). |
2 |
23 |
Find valuable salvage. |
2 |
26 |
Promoted to Drifter (Scavenger) rank 1. |
3 |
26 |
Continued as Drifter (Scavenger). |
3 |
28 |
Attempted a risky adventure and was wildly successful. |
3 |
30 |
Promoted to Drifter (Scavenger) rank 2. |
4 |
30 |
Continued as Drifter (Scavenger). |
4 |
31 |
Attacked by enemies that Emery Clubb easily defeat. |
4 |
31 |
Gain Enemy if Emery Clubb don't already have one. |
4 |
34 |
Forced to muster out. |
5 |
34 |
Failed to qualify for Corporate Agent (Agent). |
5 |
34 |
Submitted to the draft. |
5 |
34 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
5 |
36 |
Find an Alien Artifact. |
6 |
38 |
Continued as Merchant (Merchant Marine). |