Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Merchant Academy. |
1 |
18 |
Became a Drifter (Wanderer). |
1 |
22 |
Promoted to Drifter (Wanderer) rank 1. |
2 |
22 |
Continued as Drifter (Wanderer). |
2 |
24 |
Scarred. Fully recovered. Owe 5,000 for medical bills. |
3 |
24 |
Became a Citizen (Colonist). |
3 |
28 |
Thurman Read learn something Thurman Read should not have – a corporate secret, a political scandal – which Thurman Read can profit from illegally. |
4 |
28 |
Continued as Citizen (Colonist). |
4 |
29 |
Spent time maintaining and using heavy vehicles. |
4 |
32 |
Promoted to Citizen (Colonist) rank 1. |
5 |
32 |
Continued as Citizen (Colonist). |
5 |
36 |
A revolution, attack or other unusual event throws Thurman Read's life into chaos, forcing Thurman Read to leave the planet. |
6 |
36 |
Failed to qualify for Courier (Scout). |
6 |
36 |
Switched to Drifter (Scavenger). |
6 |
39 |
Injured. Fully recovered. Owe 2,500 for medical bills. |
7 |
39 |
Failed to qualify for Free Trader (Merchant). |
7 |
39 |
Submitted to the draft. |
7 |
39 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
7 |
40 |
Risk Thurman Read's fortune on a possibility lucrative deal and win. |