Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Intelligence (Agent). |
1 |
18 |
Became a Drifter (Scavenger). |
1 |
22 |
Suffer from a life-threatening illness. |
2 |
22 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
24 |
Make an unexpected connection outside Leslie Perkins's normal circles. Gain a Contact. |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
29 |
A good deal ensures Leslie Perkins is living the high life for a few years. |
4 |
30 |
Continued as Merchant (Merchant Marine). |
4 |
31 |
Given advanced training in a specialist field |
5 |
34 |
Continued as Merchant (Merchant Marine). |
5 |
37 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
5 |
38 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
6 |
38 |
Continued as Merchant (Merchant Marine). |
6 |
40 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
6 |
42 |
Forced to muster out. |
7 |
42 |
Became a Citizen (Colonist). |
7 |
43 |
Co-operate with investigation by the planetary authorities. The business or colony is shut down. |
8 |
43 |
Returned to Merchant (Merchant Marine). |
8 |
44 |
Make an unexpected connection outside Leslie Perkins's normal circles. Gain a Contact. |
8 |
47 |
Forced to muster out. |
9 |
47 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
9 |
50 |
Leslie Perkins aid a follower back to the True Path but this angers a friend or relative. Gain an Enemy. |