Term |
Age |
History |
---|
1 |
18 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
1 |
19 |
Squire Marsden accepted an offer of inducements to betray Squire Marsden's faith. Gain 50,000 in cash. |
1 |
22 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |
2 |
22 |
Became a Drifter (Scavenger). |
2 |
24 |
Squire Marsden run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
3 |
24 |
Failed to qualify for Explorer (Scout). |
3 |
24 |
Submitted to the draft. |
3 |
24 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
3 |
27 |
Make an unexpected connection outside Squire Marsden's normal circles. Gain a Contact. |
4 |
28 |
Continued as Merchant (Merchant Marine). |
4 |
32 |
A good deal ensures Squire Marsden is living the high life for a few years. |
5 |
32 |
Voluntarily left Merchant Marine |
5 |
32 |
Returned to Drifter (Scavenger). |
5 |
36 |
Squire Marsden run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
6 |
36 |
Returned to Believer (Missionary/Humanitarian). |
6 |
39 |
Squire Marsden aid a follower back to the True Path but this angers a friend or relative. Gain an Enemy. |
7 |
39 |
Failed to qualify for Free Trader (Merchant). |
7 |
39 |
Switched to Drifter (Barbarian). |
7 |
42 |
Find an Alien Artifact. |
8 |
43 |
Continued as Drifter (Barbarian). |
8 |
44 |
Offered job by a patron. Now owe him a favor. |
8 |
47 |
Promoted to Drifter (Barbarian) rank 1. |