Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Worker). |
1 |
21 |
Political upheaval strikes Hamp Banks's homeworld, and Hamp Banks is caught up in the revolution. |
1 |
22 |
Promoted to Citizen (Worker) rank 1. |
2 |
22 |
Voluntarily left Worker |
2 |
22 |
Failed to qualify for Infantry (Army). |
2 |
22 |
Submitted to the draft. |
2 |
22 |
Became a Agent (Law Enforcement) with the new title Rookie. |
2 |
23 |
Given specialist training in vehicles. |
2 |
26 |
Promoted to Agent (Law Enforcement) rank 1 with the new title Corporal. |
3 |
26 |
Voluntarily left Law Enforcement |
3 |
26 |
Entered University. |
3 |
30 |
Made lifelong friends. Gain 1 Allies. |
3 |
30 |
Graduated with honors. |
4 |
30 |
Continued as Agent (Law Enforcement). |
4 |
34 |
Accepted a deal with criminal or other figure under investigation. |
5 |
34 |
Switched to Citizen (Colonist). |
5 |
37 |
Political upheaval strikes Hamp Banks's homeworld, and Hamp Banks is caught up in the revolution. |
5 |
38 |
Promoted to Citizen (Colonist) rank 1. |
6 |
38 |
Continued as Citizen (Colonist). |
6 |
39 |
Hamp Banks's business expands, Hamp Banks's corporation grows, or the colony thrives. |
6 |
42 |
Promoted to Citizen (Colonist) rank 2 with the new title Settler. |
7 |
42 |
Continued as Citizen (Colonist). |
7 |
46 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
7 |
46 |
Forced to muster out. |
8 |
46 |
Failed to qualify for Merchant Marine (Merchant). |
8 |
46 |
Became a Drifter (Barbarian). |
8 |
47 |
Moved to a new world. |
8 |
50 |
Forced to muster out. |
9 |
50 |
Failed to qualify for Law Enforcement (Agent). |
9 |
50 |
Continued as Drifter (Barbarian). |
9 |
54 |
Betrayed by a friend. One of Hamp Banks's Contacts or Allies betrays Hamp Banks, ending Hamp Banks's career. That Contact or Ally becomes a Rival or Enemy. |