Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
20 |
A prank goes horribly wrong. Gain a Rival. |
1 |
24 |
Left the colonies. |
2 |
24 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
25 |
Make an unexpected connection outside Merlin Sweet's normal circles. Gain a Contact. |
2 |
28 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
3 |
28 |
Continued as Merchant (Merchant Marine). |
3 |
32 |
Given advanced training in a specialist field |
3 |
32 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
4 |
32 |
Continued as Merchant (Merchant Marine). |
4 |
34 |
Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
5 |
36 |
Continued as Merchant (Merchant Marine). |
5 |
39 |
A series of bad deals and decisions force Merlin Sweet into bankruptcy. Merlin Sweet salvages what Merlin Sweet can. |
6 |
39 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
6 |
40 |
A notable academic consults with Merlin Sweet about a publication or documentary he is working on. Gain a Contact in academia. |