Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
19 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
1 |
27 |
Failed as a colonist. |
2 |
27 |
Failed to qualify for Intelligence (Agent). |
2 |
27 |
Became a Drifter (Scavenger). |
2 |
31 |
Betrayed by a friend. One of Ward Campbell's Contacts or Allies betrays Ward Campbell, ending Ward Campbell's career. That Contact or Ally becomes a Rival or Enemy. |
3 |
31 |
Failed to qualify for Field Researcher (Scholar). |
3 |
31 |
Submitted to the draft. |
3 |
31 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
3 |
32 |
Make an unexpected connection outside Ward Campbell's normal circles. Gain a Contact. |
4 |
35 |
Continued as Merchant (Merchant Marine). |
5 |
39 |
Continued as Merchant (Merchant Marine). |
5 |
40 |
Given advanced training in a specialist field |