Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Free Trader). |
1 |
22 |
Make an unexpected connection outside Truman Walker's normal circles. Gain a Contact. |
1 |
22 |
Promoted to Merchant (Free Trader) rank 1. |
2 |
22 |
Continued as Merchant (Free Trader). |
2 |
25 |
Truman Walker's ship or starport is destroyed by criminals. Gain them as an Enemy. |
3 |
25 |
Failed to qualify for Ground Assault (Marine). |
3 |
25 |
Submitted to the draft. |
3 |
25 |
Switched to Merchant (Merchant Marine) with the new title Crewman. |
3 |
29 |
Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
4 |
29 |
Continued as Merchant (Merchant Marine). |
4 |
33 |
Make an unexpected connection outside Truman Walker's normal circles. Gain a Contact. |
5 |
33 |
Continued as Merchant (Merchant Marine). |
5 |
37 |
Make an unexpected connection outside Truman Walker's normal circles. Gain a Contact. |
6 |
37 |
Voluntarily left Merchant Marine |
6 |
37 |
Became a Entertainer (Performer). |
6 |
39 |
An investigation, tour, project or expedition goes wrong, stranding Truman Walker far from home. |
7 |
39 |
Failed to qualify for Courier (Scout). |
7 |
39 |
Became a Drifter (Barbarian). |
7 |
43 |
Nearly killed. Owe 20,000 for medical bills. |