Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Naval Academy (Military Academy). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
20 |
Befriend a useful ally in one sphere. Gain an Ally. |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
25 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
29 |
Make an unexpected connection outside Julian Fawns's normal circles. Gain a Contact. |
4 |
30 |
Continued as Merchant (Merchant Marine). |
4 |
31 |
A series of bad deals and decisions force Julian Fawns into bankruptcy. Julian Fawns salvages what Julian Fawns can. |
5 |
31 |
Became a Scout (Explorer). |
5 |
34 |
Serve as the courier for an important message from the Imperium. |
5 |
35 |
Promoted to Scout (Explorer) rank 1 with the new title Scout. |
6 |
35 |
Continued as Scout (Explorer). |
6 |
36 |
Julian Fawns's ship is damaged, and Julian Fawns have to hitch-hike Julian Fawns's way back across the stars to the nearest scout base. |
6 |
36 |
Gain 4 Contacts. Gain 2 Enemies. |
7 |
36 |
Failed to qualify for Artist (Entertainer). |
7 |
36 |
Became a Drifter (Wanderer). |
7 |
37 |
Drafted into Courier |