Term |
Age |
History |
---|
1 |
18 |
Became a Scholar (Scientist). |
1 |
20 |
Gained a contact. |
2 |
22 |
Continued as Scholar (Scientist). |
2 |
26 |
Win a prestigious prize for Ethel Lamb's work. |
3 |
26 |
Voluntarily left Scientist |
3 |
26 |
Became a Rogue (Thief). |
3 |
30 |
A job goes wrong, forcing Ethel Lamb to flee off-planet. |
4 |
30 |
Failed to qualify for Courier (Scout). |
4 |
30 |
Submitted to the draft. |
4 |
30 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
34 |
Bankrupted by a rival. Gain the other trader as a Rival. |
5 |
34 |
Became a Drifter (Wanderer). |
5 |
38 |
Ethel Lamb run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
6 |
38 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
6 |
40 |
Moved to a new world. |
6 |
42 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |