Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
20 |
Spent the college years partying. |
1 |
24 |
Left the colonies. |
2 |
24 |
Became a Drifter (Scavenger). |
2 |
27 |
Spend time with an alien race. Gain a contact. |
3 |
28 |
Voluntarily left Scavenger |
3 |
28 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
3 |
30 |
Make an unexpected connection outside Sidney Nichols's normal circles. Gain a Contact. |
4 |
32 |
Continued as Merchant (Merchant Marine). |
4 |
33 |
Befriend a useful ally in one sphere. Gain an Ally. |
4 |
36 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
5 |
36 |
Continued as Merchant (Merchant Marine). |
5 |
37 |
A good deal ensures Sidney Nichols is living the high life for a few years. |
6 |
40 |
Continued as Merchant (Merchant Marine). |
6 |
44 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
7 |
44 |
Continued as Merchant (Merchant Marine). |
7 |
47 |
Injured. Fully recovered. |
8 |
47 |
Became a Entertainer (Journalist). |
8 |
48 |
Sidney Nichols is betrayed by a peer. One Ally or Contact becomes a Rival or Enemy |
9 |
48 |
Became a Scout (Explorer). |
9 |
52 |
Perform an exemplary service for the scouts. |
10 |
52 |
Continued as Scout (Explorer). |
10 |
56 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |