Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Colonist). |
1 |
21 |
A revolution, attack or other unusual event throws Carson Fleming's life into chaos, forcing Carson Fleming to leave the planet. |
2 |
21 |
Failed to qualify for Physician (Scholar). |
2 |
21 |
Submitted to the draft. |
2 |
21 |
Became a Army (Infantry) with the new title Private. |
2 |
23 |
Given a special assignment or duty in Carson Fleming's unit. |
3 |
25 |
Attempted to change assignments. |
3 |
25 |
Failed to qualify for Cavalry (Army). |
3 |
25 |
Continued as Army (Infantry). |
3 |
29 |
Given a special assignment or duty in Carson Fleming's unit. |
4 |
29 |
Voluntarily left Infantry |
4 |
29 |
Became a Drifter (Wanderer). |
4 |
31 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
4 |
33 |
Promoted to Drifter (Wanderer) rank 1. |
5 |
33 |
Voluntarily left Wanderer |
5 |
33 |
Became a Rogue (Enforcer). |
5 |
35 |
Good fortune |
6 |
37 |
Attempted to change assignments. |
6 |
37 |
Failed to qualify for Thief (Rogue). |
6 |
37 |
Continued as Rogue (Enforcer). |
6 |
38 |
Involved in a feud with a rival criminal organization. |
7 |
41 |
Attempted to change assignments. |
7 |
41 |
Failed to qualify for Pirate (Rogue). |
7 |
41 |
Continued as Rogue (Enforcer). |
7 |
43 |
Moved to a new world. |
7 |
45 |
Promoted to Rogue (Enforcer) rank 1. |
8 |
45 |
Continued as Rogue (Enforcer). |
8 |
48 |
A police detective or rival criminal forces Carson Fleming to flee and vows to hunt Carson Fleming down. Gain an Enemy. |
9 |
48 |
Became a Merchant (Free Trader). |
9 |
52 |
A good deal ensures Carson Fleming is living the high life for a few years. |
9 |
52 |
Promoted to Merchant (Free Trader) rank 1. |
10 |
52 |
Continued as Merchant (Free Trader). |
10 |
56 |
A series of bad deals and decisions force Carson Fleming into bankruptcy. Carson Fleming salvages what Carson Fleming can. |