Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
21 |
Join a social movement. |
1 |
27 |
Failed as a colonist. |
2 |
27 |
Failed to qualify for Artist (Entertainer). |
2 |
27 |
Became a Drifter (Wanderer). |
2 |
28 |
Pleas Watkins do not know what happened to Pleas Watkins. There is a gap in Pleas Watkins's memory. |
3 |
28 |
Became a Scout (Courier). |
3 |
29 |
Pleas Watkins have no idea what happened to Pleas Watkins – they found Pleas Watkins's ship drifting on the fringes of friendly space. |
4 |
29 |
Failed to qualify for Field Researcher (Scholar). |
4 |
29 |
Switched to Drifter (Scavenger). |
4 |
32 |
Betrayed by a friend. One of Pleas Watkins's Contacts or Allies betrays Pleas Watkins, ending Pleas Watkins's career. That Contact or Ally becomes a Rival or Enemy. |
5 |
32 |
Failed to qualify for Pirate (Rogue). |
5 |
32 |
Submitted to the draft. |
5 |
32 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
5 |
35 |
Befriend a useful ally in one sphere. Gain an Ally. |
5 |
36 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
6 |
36 |
Continued as Merchant (Merchant Marine). |
6 |
40 |
Make an unexpected connection outside Pleas Watkins's normal circles. Gain a Contact. |