Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for University. |
1 |
18 |
Became a Drifter (Wanderer). |
1 |
19 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
1 |
22 |
Promoted to Drifter (Wanderer) rank 1. |
2 |
22 |
Continued as Drifter (Wanderer). |
2 |
26 |
Ambrose Palmer run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
3 |
26 |
Became a Citizen (Worker). |
3 |
28 |
Political upheaval strikes Ambrose Palmer's homeworld, and Ambrose Palmer is caught up in the revolution. |
3 |
30 |
Promoted to Citizen (Worker) rank 1. |
4 |
30 |
Continued as Citizen (Worker). |
4 |
32 |
Ambrose Palmer is rewarded for Ambrose Palmer's diligence or cunning. |
4 |
34 |
Promoted to Citizen (Worker) rank 2 with the new title Technician. |
5 |
34 |
Voluntarily left Worker |
5 |
34 |
Failed to qualify for Field Researcher (Scholar). |
5 |
34 |
Submitted to the draft. |
5 |
34 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
5 |
35 |
A good deal ensures Ambrose Palmer is living the high life for a few years. |
6 |
38 |
Continued as Merchant (Merchant Marine). |
6 |
42 |
Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
7 |
42 |
Continued as Merchant (Merchant Marine). |
7 |
44 |
A series of bad deals and decisions force Ambrose Palmer into bankruptcy. Ambrose Palmer salvages what Ambrose Palmer can. |