Term |
Age |
History |
---|
1 |
18 |
Entered Merchant Academy with the Business curriculum. |
1 |
21 |
Made lifelong friends. Gain 3 Allies. |
1 |
22 |
Graduated. |
2 |
22 |
Became a Merchant (Broker). |
2 |
22 |
Promoted to Merchant (Broker) rank 1. |
2 |
25 |
A good deal ensures Alexander Anderson is living the high life for a few years. |
2 |
26 |
Promoted to Merchant (Broker) rank 2. |
3 |
26 |
Continued as Merchant (Broker). |
3 |
30 |
A series of bad deals and decisions force Alexander Anderson into bankruptcy. Alexander Anderson salvages what Alexander Anderson can. |
4 |
30 |
Became a Entertainer (Performer). |
4 |
34 |
Gain a patron in the arts. Gain an Ally |
4 |
34 |
Promoted to Entertainer (Performer) rank 1. |
5 |
34 |
Voluntarily left Performer |
5 |
34 |
Failed to qualify for Intelligence (Agent). |
5 |
34 |
Submitted to the draft. |
5 |
34 |
Became a Army (Cavalry) with the new title Private. |
5 |
35 |
Unit is slaughtered in a disastrous battle, for which Alexander Anderson blame Alexander Anderson's commander. Gain commander as Enemy. |
6 |
35 |
Became a Scout (Courier). |
6 |
39 |
Alexander Anderson's scout ship is one of the first on the scene to rescue the survivors of a disaster but Alexander Anderson fail to help. Gain an Enemy. |
6 |
39 |
Alexander Anderson inadvertently cause a conflict between the Imperium and a minor world or race. Gain a Rival. |
7 |
39 |
Continued as Scout (Courier). |
7 |
42 |
Alexander Anderson's ship is damaged, and Alexander Anderson have to hitch-hike Alexander Anderson's way back across the stars to the nearest scout base. |
7 |
42 |
Gain 5 Contacts. Gain 3 Enemies. |
8 |
42 |
Became a Drifter (Barbarian). |
8 |
45 |
Attempted a risky adventure and was wildly successful. |