Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
19 |
A prank goes horribly wrong. Gain an Enemy |
1 |
28 |
Failed as a colonist. |
2 |
28 |
Became a Citizen (Colonist). |
2 |
29 |
Sanders Neal's business expands, Sanders Neal's corporation grows, or the colony thrives. |
3 |
32 |
Continued as Citizen (Colonist). |
3 |
33 |
Political upheaval strikes Sanders Neal's homeworld, and Sanders Neal is caught up in the revolution. |
3 |
36 |
Promoted to Citizen (Colonist) rank 1. |
4 |
36 |
Continued as Citizen (Colonist). |
4 |
39 |
A revolution, attack or other unusual event throws Sanders Neal's life into chaos, forcing Sanders Neal to leave the planet. |
5 |
39 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
5 |
43 |
Make an unexpected connection outside Sanders Neal's normal circles. Gain a Contact. |
6 |
43 |
Continued as Merchant (Merchant Marine). |
6 |
46 |
Embroiled in legal trouble. |
6 |
47 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |