Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
20 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
1 |
27 |
Failed as a colonist. |
2 |
27 |
Became a Rogue (Enforcer). |
2 |
28 |
A police detective or rival criminal forces Wilton Anderson to flee and vows to hunt Wilton Anderson down. Gain an Enemy. |
3 |
28 |
Failed to qualify for Cavalry (Army). |
3 |
28 |
Submitted to the draft. |
3 |
28 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
32 |
Continued as Merchant (Merchant Marine). |
5 |
36 |
Continued as Merchant (Merchant Marine). |
5 |
38 |
A new romantic starts. Gain an Ally. |
6 |
40 |
Continued as Merchant (Merchant Marine). |
6 |
43 |
Embroiled in legal trouble. |
6 |
44 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
7 |
44 |
Continued as Merchant (Merchant Marine). |
7 |
46 |
Moved to a new world. |
7 |
48 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
8 |
48 |
Voluntarily left Merchant Marine |
8 |
48 |
Became a Drifter (Wanderer). |
8 |
50 |
Betrayed by a friend. One of Wilton Anderson's Contacts or Allies betrays Wilton Anderson, ending Wilton Anderson's career. That Contact or Ally becomes a Rival or Enemy. |