Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Scavenger). |
1 |
20 |
Suffer from a life-threatening illness. |
2 |
20 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
21 |
Make an unexpected connection outside Carroll Franklin's normal circles. Gain a Contact. |
2 |
24 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
3 |
24 |
Continued as Merchant (Merchant Marine). |
3 |
27 |
Nearly killed. Fully recovered. Owe 22,500 for medical bills. |
4 |
27 |
Became a Scout (Courier). |
4 |
28 |
Spend several years jumping from world to world in Carroll Franklin's scout ship. |
4 |
31 |
Promoted to Scout (Courier) rank 1 with the new title Scout. |
5 |
31 |
Continued as Scout (Courier). |
5 |
35 |
Carroll Franklin's ship is damaged, and Carroll Franklin have to hitch-hike Carroll Franklin's way back across the stars to the nearest scout base. |
5 |
35 |
Gain 2 Contacts. Gain 1 Enemies. |
6 |
35 |
Failed to qualify for Field Researcher (Scholar). |
6 |
35 |
Returned to Drifter (Scavenger). |
6 |
36 |
Find Ancient Technology. |
6 |
39 |
Promoted to Drifter (Scavenger) rank 1. |
7 |
39 |
Continued as Drifter (Scavenger). |
7 |
43 |
Carroll Franklin run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
8 |
43 |
Switched to Merchant (Free Trader). |
8 |
45 |
Bankrupted by a rival. Gain the other trader as a Rival. |
9 |
45 |
Entered Merchant Academy with the Shipboard curriculum. |
9 |
47 |
Become leader in social movement. |
9 |
47 |
Gain an Ally and an Enemy. |
9 |
49 |
Graduated. |