Term |
Age |
History |
---|
1 |
18 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
1 |
22 |
Opponents of Miller Anderson's belief system ambush Miller Anderson. |
1 |
22 |
Injured. Fully recovered. Owe 5,000 for medical bills. |
2 |
22 |
Became a Citizen (Worker). |
2 |
26 |
Miller Anderson is rewarded for Miller Anderson's diligence or cunning. |
3 |
26 |
Voluntarily left Worker |
3 |
26 |
Failed to qualify for Artist (Entertainer). |
3 |
26 |
Became a Drifter (Wanderer). |
3 |
28 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
3 |
30 |
Promoted to Drifter (Wanderer) rank 1. |
4 |
30 |
Continued as Drifter (Wanderer). |
4 |
33 |
Miller Anderson do not know what happened to Miller Anderson. There is a gap in Miller Anderson's memory. |
5 |
33 |
Failed to qualify for Free Trader (Merchant). |
5 |
33 |
Submitted to the draft. |
5 |
33 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
5 |
36 |
Make an unexpected connection outside Miller Anderson's normal circles. Gain a Contact. |
5 |
37 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
6 |
37 |
Continued as Merchant (Merchant Marine). |
6 |
39 |
Moved to a new world. |
6 |
41 |
Forced to muster out. |
7 |
41 |
Switched to Drifter (Barbarian). |
7 |
43 |
Miller Anderson do not know what happened to Miller Anderson. There is a gap in Miller Anderson's memory. |
8 |
43 |
Became a Noble (Administrator) with the new title Assistant. |
8 |
47 |
Become deeply involved in politics on Miller Anderson's world of residence, becoming a player in the political intrigues of government. Gain a Rival. |