Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Line/Crew) with the new title Crewman. |
1 |
19 |
Lightly injured, no permanent damage. Fully recovered. |
2 |
19 |
Failed to qualify for Courier (Scout). |
2 |
19 |
Became a Drifter (Wanderer). |
2 |
22 |
Suffer from a life-threatening illness. |
3 |
22 |
Failed to qualify for Physician (Scholar). |
3 |
22 |
Switched to Drifter (Scavenger). |
3 |
26 |
Jonnie Clubb do not know what happened to Jonnie Clubb. There is a gap in Jonnie Clubb's memory. |
4 |
26 |
Became a Citizen (Corporate). |
4 |
28 |
Political upheaval strikes Jonnie Clubb's homeworld, and Jonnie Clubb is caught up in the revolution. |
4 |
30 |
Promoted to Citizen (Corporate) rank 1. |
5 |
30 |
Continued as Citizen (Corporate). |
5 |
32 |
Advanced training in a specialist field. |
6 |
34 |
Continued as Citizen (Corporate). |
6 |
36 |
Hard times caused by a lack of interstellar trade costs Jonnie Clubb Jonnie Clubb's job. |
7 |
36 |
Failed to qualify for Merchant Marine (Merchant). |
7 |
36 |
Returned to Drifter (Scavenger). |
7 |
40 |
Survived a risky adventure but gained nothing. |
8 |
40 |
Continued as Drifter (Scavenger). |
8 |
43 |
Jonnie Clubb run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
9 |
43 |
Failed to qualify for Broker (Merchant). |
9 |
43 |
Submitted to the draft. |
9 |
43 |
Became a Scout (Courier). |
9 |
47 |
Psychologically damaged by Jonnie Clubb's time in the scouts. |