Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Courier). |
1 |
22 |
A new romantic starts. Gain an Ally. |
2 |
22 |
Continued as Scout (Courier). |
2 |
23 |
Spend several years jumping from world to world in Murry Simmons's scout ship. |
3 |
26 |
Voluntarily left Courier |
3 |
26 |
Failed to qualify for Army Support (Army). |
3 |
26 |
Submitted to the draft. |
3 |
26 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
3 |
29 |
Make an unexpected connection outside Murry Simmons's normal circles. Gain a Contact. |
4 |
30 |
Voluntarily left Merchant Marine |
4 |
30 |
Failed to qualify for Flight (Navy). |
4 |
30 |
Became a Drifter (Scavenger). |
4 |
32 |
Attempted a risky adventure and was wildly successful. |
4 |
34 |
Forced to continue current assignment. |
4 |
34 |
Promoted to Drifter (Scavenger) rank 1. |
5 |
34 |
Continued as Drifter (Scavenger). |
5 |
36 |
Attacked by enemies that Murry Simmons easily defeat. |
5 |
36 |
Gain Enemy if Murry Simmons don't already have one. |
5 |
38 |
Promoted to Drifter (Scavenger) rank 2. |
6 |
38 |
Continued as Drifter (Scavenger). |
6 |
42 |
Forced to muster out. |
7 |
42 |
Became a Scholar (Physician). |
7 |
46 |
Entangled in a bureaucratic or legal morass that distracts Murry Simmons from Murry Simmons's work. |
8 |
46 |
Continued as Scholar (Physician). |
8 |
47 |
Make a breakthrough in Murry Simmons's field. |
8 |
50 |
Promoted to Scholar (Physician) rank 1. |
9 |
50 |
Aging Crisis. Owe 50,000 for medical bills. |
9 |
50 |
Retired at age 50. |