Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Colonist). |
1 |
21 |
Gustaf McLean learn something Gustaf McLean should not have – a corporate secret, a political scandal – which Gustaf McLean can profit from illegally. |
1 |
21 |
Gain a criminal contact. |
1 |
22 |
Promoted to Citizen (Colonist) rank 1. |
2 |
22 |
Continued as Citizen (Colonist). |
2 |
25 |
A revolution, attack or other unusual event throws Gustaf McLean's life into chaos, forcing Gustaf McLean to leave the planet. |
3 |
25 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
3 |
29 |
A good deal ensures Gustaf McLean is living the high life for a few years. |
3 |
29 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
4 |
29 |
Continued as Merchant (Merchant Marine). |
4 |
32 |
Make an unexpected connection outside Gustaf McLean's normal circles. Gain a Contact. |
5 |
33 |
Continued as Merchant (Merchant Marine). |
5 |
34 |
Given advanced training in a specialist field |
5 |
37 |
Forced to muster out. |
6 |
37 |
Became a Marine (Ground Assault) with the new title Marine. |
6 |
41 |
A mission goes disastrously wrong due to Gustaf McLean's commander’s error or incompetence, but Gustaf McLean survive. |
6 |
41 |
Report commander and gain an Enemy. |
6 |
41 |
Attempt at commissioned failed. |
6 |
41 |
Promoted to Marine (Ground Assault) rank 1 with the new title Lance Corporal. |