Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Broker). |
1 |
21 |
Make an unexpected connection outside Parker Meredeth's normal circles. Gain a Contact. |
1 |
22 |
Promoted to Merchant (Broker) rank 1. |
2 |
22 |
Voluntarily left Broker |
2 |
22 |
Failed to qualify for Merchant Academy. |
2 |
22 |
Submitted to the draft. |
2 |
22 |
Switched to Merchant (Merchant Marine) with the new title Crewman. |
2 |
23 |
Given advanced training in a specialist field |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
27 |
Embroiled in legal trouble. |
4 |
30 |
Continued as Merchant (Merchant Marine). |
4 |
34 |
Risk Parker Meredeth's fortune on a possibility lucrative deal and win. |
4 |
34 |
Forced to muster out. |
5 |
34 |
Failed to qualify for Performer (Entertainer). |
5 |
34 |
Became a Drifter (Scavenger). |
5 |
37 |
Parker Meredeth run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
6 |
37 |
Became a Scout (Surveyor). |
6 |
41 |
Psychologically damaged by Parker Meredeth's time in the scouts. |