Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Intelligence (Agent). |
1 |
18 |
Became a Drifter (Wanderer). |
1 |
19 |
Attacked by enemies and injured. |
1 |
19 |
Injured. Fully recovered. Owe 5,000 for medical bills. |
1 |
19 |
Gain Enemy if Seymour Robson don't already have one. |
2 |
22 |
Continued as Drifter (Wanderer). |
2 |
25 |
Find valuable salvage. |
3 |
26 |
Voluntarily left Wanderer |
3 |
26 |
Failed to qualify for Explorer (Scout). |
3 |
26 |
Submitted to the draft. |
3 |
26 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
3 |
28 |
Embroiled in legal trouble. |
4 |
30 |
Continued as Merchant (Merchant Marine). |
4 |
34 |
A series of bad deals and decisions force Seymour Robson into bankruptcy. Seymour Robson salvages what Seymour Robson can. |
5 |
34 |
Became a Citizen (Worker). |
5 |
37 |
Political upheaval strikes Seymour Robson's homeworld, and Seymour Robson is caught up in the revolution. |
5 |
38 |
Promoted to Citizen (Worker) rank 1. |
6 |
38 |
Continued as Citizen (Worker). |
6 |
39 |
Seymour Robson is rewarded for Seymour Robson's diligence or cunning. |
6 |
42 |
Promoted to Citizen (Worker) rank 2 with the new title Technician. |
7 |
42 |
Continued as Citizen (Worker). |
7 |
46 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |