Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Wanderer). |
1 |
20 |
Van Rule run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
2 |
20 |
Became a Scout (Explorer). |
2 |
24 |
Severely injured. Owe 15,000 for medical bills. |
3 |
24 |
Failed to qualify for Merchant Marine (Merchant). |
3 |
24 |
Returned to Drifter (Wanderer). |
3 |
27 |
Drafted into Merchant Marine |
4 |
28 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
32 |
Make an unexpected connection outside Van Rule's normal circles. Gain a Contact. |
5 |
32 |
Continued as Merchant (Merchant Marine). |
5 |
36 |
Given advanced training in a specialist field |
6 |
36 |
Continued as Merchant (Merchant Marine). |
6 |
40 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
6 |
40 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
7 |
40 |
Voluntarily left Merchant Marine |
7 |
40 |
Became a Citizen (Colonist). |
7 |
41 |
Political upheaval strikes Van Rule's homeworld, and Van Rule is caught up in the revolution. |
7 |
44 |
Promoted to Citizen (Colonist) rank 1. |