Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
1 |
20 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
2 |
20 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
2 |
21 |
Archibald Mills faith is shaken. |
3 |
24 |
Continued as Believer (Missionary/Humanitarian). |
3 |
27 |
Archibald Mills aid a follower back to the True Path but this angers a friend or relative. Gain an Enemy. |
4 |
27 |
Became a Citizen (Corporate). |
4 |
28 |
Archibald Mills is rewarded for Archibald Mills's diligence or cunning. |
4 |
31 |
Promoted to Citizen (Corporate) rank 1. |
5 |
31 |
Continued as Citizen (Corporate). |
5 |
33 |
A revolution, attack or other unusual event throws Archibald Mills's life into chaos, forcing Archibald Mills to leave the planet. |
6 |
33 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
6 |
34 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
7 |
37 |
Continued as Merchant (Merchant Marine). |
7 |
39 |
Make an unexpected connection outside Archibald Mills's normal circles. Gain a Contact. |
8 |
41 |
Continued as Merchant (Merchant Marine). |
8 |
44 |
Make an unexpected connection outside Archibald Mills's normal circles. Gain a Contact. |
9 |
45 |
Continued as Merchant (Merchant Marine). |
9 |
48 |
Befriend a useful ally in one sphere. Gain an Ally. |