Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
22 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
1 |
25 |
Failed as a colonist. |
2 |
25 |
Became a Scout (Explorer). |
2 |
26 |
Sid Kirkham's ship is damaged, and Sid Kirkham have to hitch-hike Sid Kirkham's way back across the stars to the nearest scout base. |
2 |
26 |
Gain 4 Contacts. Gain 3 Enemies. |
3 |
26 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
3 |
29 |
Make an unexpected connection outside Sid Kirkham's normal circles. Gain a Contact. |
3 |
30 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
4 |
30 |
Continued as Merchant (Merchant Marine). |
4 |
34 |
Given advanced training in a specialist field |
4 |
34 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
5 |
34 |
Continued as Merchant (Merchant Marine). |
5 |
36 |
Risk Sid Kirkham's fortune on a possibility lucrative deal and win. |
5 |
38 |
Promoted to Merchant (Merchant Marine) rank 3 with the new title 3rd Officer. |
6 |
38 |
Continued as Merchant (Merchant Marine). |
6 |
39 |
Risk Sid Kirkham's fortune on a possibility lucrative deal and win. |
7 |
42 |
Continued as Merchant (Merchant Marine). |
7 |
44 |
Birth or Death involving a family member or close friend. |
7 |
46 |
Forced to muster out. |