Term |
Age |
History |
---|
1 |
18 |
Entered University. |
1 |
21 |
Become leader in social movement. |
1 |
21 |
Gain an Ally and an Enemy. |
1 |
22 |
Graduated. |
2 |
22 |
Became a Merchant (Broker). |
2 |
23 |
Make an unexpected connection outside Miller Kirkham's normal circles. Gain a Contact. |
2 |
26 |
Promoted to Merchant (Broker) rank 1. |
3 |
26 |
Continued as Merchant (Broker). |
4 |
30 |
Continued as Merchant (Broker). |
4 |
31 |
Embroiled in legal trouble. |
4 |
34 |
Promoted to Merchant (Broker) rank 2. |
5 |
34 |
Continued as Merchant (Broker). |
5 |
37 |
A good deal ensures Miller Kirkham is living the high life for a few years. |
5 |
38 |
Forced to muster out. |
6 |
38 |
Became a Entertainer (Artist). |
6 |
40 |
An investigation, tour, project or expedition goes wrong, stranding Miller Kirkham far from home. |
7 |
40 |
Became a Scout (Explorer). |
7 |
43 |
Miller Kirkham inadvertently cause a conflict between the Imperium and a minor world or race. Gain a Rival. |
8 |
43 |
Became a Agent (Corporate Agent). |
8 |
44 |
Go undercover to investigate an enemy. |
8 |
47 |
Miller Kirkham's business expands, Miller Kirkham's corporation grows, or the colony thrives. |
8 |
47 |
Promoted to Agent (Corporate Agent) rank 1 with the new title Agent. |