Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Marine Academy (Military Academy). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Scout (Surveyor). |
1 |
19 |
Spend several years jumping from world to world in Addie Withers's scout ship. |
2 |
22 |
Attempted to change assignments. |
2 |
22 |
Failed to qualify for Courier (Scout). |
2 |
22 |
Continued as Scout (Surveyor). |
2 |
24 |
Lightly injured, no permanent damage. Fully recovered. |
3 |
26 |
Continued as Scout (Surveyor). |
3 |
27 |
Perform an exemplary service for the scouts. |
3 |
30 |
Forced to muster out. |
4 |
30 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
4 |
32 |
Addie Withers is involved in good works in the community, gaining the respect of a large segment of
society. Gain SOC +1 and an Ally. |
5 |
34 |
Continued as Believer (Missionary/Humanitarian). |
5 |
36 |
Addie Withers accepted an offer of inducements to betray Addie Withers's faith. Gain 400,000 in cash. |
5 |
38 |
Forced to muster out. |
6 |
38 |
Became a Merchant (Broker). |
6 |
39 |
Risk Addie Withers's fortune on a possibility lucrative deal and win. |
7 |
42 |
Continued as Merchant (Broker). |
8 |
46 |
Continued as Merchant (Broker). |
8 |
49 |
Make an unexpected connection outside Addie Withers's normal circles. Gain a Contact. |
8 |
50 |
Promoted to Merchant (Broker) rank 1. |
9 |
50 |
Continued as Merchant (Broker). |
9 |
54 |
Good fortune |
9 |
54 |
Promoted to Merchant (Broker) rank 2. |