Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Merchant Academy. |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
1 |
22 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
2 |
22 |
Failed to qualify for Marine Support (Marine). |
2 |
22 |
Became a Drifter (Wanderer). |
2 |
25 |
Granville Middlemiss run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
3 |
25 |
Returned to Navy (Engineer/Gunner). |
3 |
29 |
Lost eye or limb. Fully recovered. |
4 |
29 |
Became a Scout (Surveyor). |
4 |
33 |
Spend several years jumping from world to world in Granville Middlemiss's scout ship. |
5 |
33 |
Continued as Scout (Surveyor). |
5 |
34 |
Good fortune |
6 |
37 |
Continued as Scout (Surveyor). |
6 |
41 |
Psychologically damaged by Granville Middlemiss's time in the scouts. |