Term |
Age |
History |
---|
1 |
18 |
Became a Scholar (Physician). |
1 |
22 |
Refuse to join a cheat in some fashion. |
2 |
22 |
Continued as Scholar (Physician). |
2 |
24 |
An expedition or voyage goes wrong, leaving Clare Smith stranded in the wilderness. |
3 |
24 |
Became a Drifter (Scavenger). |
3 |
27 |
Clare Smith run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
4 |
27 |
Failed to qualify for Scientist (Scholar). |
4 |
27 |
Submitted to the draft. |
4 |
27 |
Became a Scout (Courier). |
4 |
31 |
Clare Smith's scout ship is one of the first on the scene to rescue the survivors of a disaster. Gain a Contact. |
4 |
31 |
Promoted to Scout (Courier) rank 1 with the new title Scout. |
5 |
31 |
Attempted to change assignments. |
5 |
31 |
Failed to qualify for Explorer (Scout). |
5 |
31 |
Continued as Scout (Courier). |
5 |
33 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
6 |
35 |
Aging Crisis. Owe 60,000 for medical bills. |
6 |
35 |
Retired at age 35. |
6 |
35 |
Continued as Scout (Courier). |
6 |
36 |
Spend several years jumping from world to world in Clare Smith's scout ship. |
7 |
39 |
Aging Crisis. Owe 40,000 for medical bills. |
7 |
39 |
Continued as Scout (Courier). |
7 |
43 |
Clare Smith's scout ship is one of the first on the scene to rescue the survivors of a disaster but Clare Smith fail to help. Gain an Enemy. |
7 |
43 |
Psychologically damaged by Clare Smith's time in the scouts. |
7 |
43 |
Promoted to Scout (Courier) rank 2. |
8 |
43 |
Aging Crisis. Owe 20,000 for medical bills. |