Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Marine Academy (Military Academy). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
20 |
Given advanced training in a specialist field |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
25 |
Imperial trade restrictions force Irving Middlemiss out of business. |
3 |
25 |
Failed to qualify for Ground Assault (Marine). |
3 |
25 |
Became a Drifter (Wanderer). |
3 |
26 |
Moved to a new world. |
3 |
29 |
Promoted to Drifter (Wanderer) rank 1. |
4 |
29 |
Continued as Drifter (Wanderer). |
4 |
30 |
Irving Middlemiss run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
5 |
30 |
Failed to qualify for Intelligence (Agent). |
5 |
30 |
Continued as Drifter (Wanderer). |
5 |
33 |
Find valuable salvage. |
6 |
34 |
Continued as Drifter (Wanderer). |
6 |
36 |
Amnesia. |
6 |
38 |
Promoted to Drifter (Wanderer) rank 2. |
7 |
38 |
Continued as Drifter (Wanderer). |
7 |
40 |
Attacked by enemies that Irving Middlemiss easily defeat. |
7 |
40 |
Gain Enemy if Irving Middlemiss don't already have one. |
7 |
42 |
Forced to muster out. |
8 |
42 |
Became a Believer (Holy Warrior) with the new title Hopeful. |
8 |
45 |
A new romantic starts. Gain an Ally. |
8 |
46 |
Promoted to Believer (Holy Warrior) rank 1 with the new title Fighter. |