Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Colonist). |
1 |
20 |
Political upheaval strikes Perley Rule's homeworld, and Perley Rule is caught up in the revolution. |
1 |
22 |
Promoted to Citizen (Colonist) rank 1. |
2 |
22 |
Continued as Citizen (Colonist). |
2 |
26 |
Perley Rule learn something Perley Rule should not have – a corporate secret, a political scandal – which Perley Rule can profit from illegally. |
2 |
26 |
Gain a criminal contact. |
2 |
26 |
Promoted to Citizen (Colonist) rank 2 with the new title Settler. |
3 |
26 |
Voluntarily left Colonist |
3 |
26 |
Failed to qualify for Infantry (Army). |
3 |
26 |
Became a Drifter (Wanderer). |
3 |
28 |
Find Ancient Technology. |
4 |
30 |
Continued as Drifter (Wanderer). |
5 |
34 |
Continued as Drifter (Wanderer). |
5 |
35 |
Drafted into Merchant Marine |
5 |
38 |
Promoted to Drifter (Wanderer) rank 1. |
6 |
38 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
6 |
40 |
Given advanced training in a specialist field |
6 |
42 |
Forced to muster out. |
7 |
42 |
Failed to qualify for Merchant Academy. |
7 |
42 |
Returned to Drifter (Wanderer). |
7 |
45 |
Perley Rule run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |