Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Courier). |
1 |
21 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
2 |
22 |
Continued as Scout (Courier). |
2 |
24 |
Psychologically damaged by Miller Fullmore's time in the scouts. |
3 |
24 |
Became a Agent (Intelligence). |
3 |
27 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
4 |
27 |
Failed to qualify for Star Marine (Marine). |
4 |
27 |
Became a Drifter (Wanderer). |
4 |
31 |
Promoted to Drifter (Wanderer) rank 1. |
5 |
31 |
Voluntarily left Wanderer |
5 |
31 |
Became a Scholar (Physician). |
5 |
32 |
Victim of a crime |
5 |
35 |
Promoted to Scholar (Physician) rank 1. |
6 |
35 |
Continued as Scholar (Physician). |
6 |
38 |
Refused to perform research that goes against Miller Fullmore's conscience. |
7 |
39 |
Continued as Scholar (Physician). |
7 |
42 |
Caught cheating in some fashion, advancing Miller Fullmore's career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. |
7 |
42 |
An expedition or voyage goes wrong, leaving Miller Fullmore stranded in the wilderness. |
7 |
42 |
Gain an Enemy |
7 |
43 |
Forced to muster out. |
8 |
43 |
Became a Merchant (Broker). |
8 |
47 |
Embroiled in legal trouble. |