Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Marine Academy (Military Academy). |
1 |
18 |
Became a Drifter (Wanderer). |
1 |
21 |
Find valuable salvage. |
2 |
22 |
Continued as Drifter (Wanderer). |
2 |
23 |
Find Ancient Technology. |
3 |
26 |
Voluntarily left Wanderer |
3 |
26 |
Became a Scout (Courier). |
3 |
28 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
4 |
30 |
Continued as Scout (Courier). |
4 |
34 |
Omer Peck's ship is ambushed by enemy vessels. Attempted to run but caught and ship is destroyed. |
4 |
34 |
Promoted to Scout (Courier) rank 1 with the new title Scout. |
5 |
34 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
5 |
37 |
Make an unexpected connection outside Omer Peck's normal circles. Gain a Contact. |
6 |
38 |
Voluntarily left Merchant Marine |
6 |
38 |
Returned to Drifter (Wanderer). |
6 |
41 |
Scarred. Owe 5,000 for medical bills. |
7 |
42 |
Continued as Drifter (Wanderer). |
7 |
43 |
Find valuable salvage. |
8 |
46 |
Continued as Drifter (Wanderer). |
8 |
48 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |