Term |
Age |
History |
---|
1 |
18 |
Entered University. |
1 |
22 |
A prank goes horribly wrong. Gain a Rival. |
1 |
22 |
Dropped out of university. |
2 |
22 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
25 |
Given advanced training in a specialist field |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
28 |
Embroiled in legal trouble. |
4 |
30 |
Continued as Merchant (Merchant Marine). |
4 |
33 |
A good deal ensures Joseph McGuire is living the high life for a few years. |
5 |
34 |
Continued as Merchant (Merchant Marine). |
5 |
37 |
Make an unexpected connection outside Joseph McGuire's normal circles. Gain a Contact. |
5 |
38 |
Forced to muster out. |
6 |
38 |
Became a Scout (Explorer). |
6 |
41 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
6 |
42 |
Promoted to Scout (Explorer) rank 1 with the new title Scout. |
7 |
42 |
Continued as Scout (Explorer). |
7 |
44 |
Spend several years jumping from world to world in Joseph McGuire's scout ship. |
7 |
46 |
Promoted to Scout (Explorer) rank 2. |