Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Merchant Academy. |
1 |
18 |
Became a Drifter (Scavenger). |
1 |
21 |
French Walsh run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
2 |
21 |
Became a Citizen (Colonist). |
2 |
25 |
French Walsh learn something French Walsh should not have – a corporate secret, a political scandal – which French Walsh can profit from illegally. |
2 |
25 |
Gain a criminal contact. |
2 |
25 |
Forced to continue current assignment. |
2 |
25 |
Promoted to Citizen (Colonist) rank 1. |
3 |
25 |
Continued as Citizen (Colonist). |
3 |
29 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
4 |
29 |
Became a Scout (Explorer). |
4 |
31 |
French Walsh's ship is damaged, and French Walsh have to hitch-hike French Walsh's way back across the stars to the nearest scout base. |
4 |
31 |
Gain 5 Contacts. Gain 2 Enemies. |
5 |
31 |
Returned to Citizen (Colonist). |
5 |
35 |
Injured. Fully recovered. Owe 2,500 for medical bills. |
6 |
35 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
6 |
37 |
French Walsh refuse to secretly provide religious rites for a dying leader or noble, because they do not share French Walsh's faith. |
6 |
39 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |
7 |
39 |
Continued as Believer (Missionary/Humanitarian). |
7 |
42 |
Opponents of French Walsh's belief system ambush French Walsh. |
7 |
42 |
Severely injured. Owe 5,000 for medical bills. |