Term |
Age |
History |
---|
1 |
18 |
Entered the school of hard knocks. |
1 |
20 |
A prank goes horribly wrong. Gain a Rival. |
1 |
22 |
Failed in the school of hard knocks. |
2 |
22 |
Failed to qualify for Colonist (Citizen). |
2 |
22 |
Became a Drifter (Barbarian). |
2 |
23 |
Suffer from a life-threatening illness. |
3 |
23 |
Became a Scout (Courier). |
3 |
24 |
Psychologically damaged by Stewart Gabb's time in the scouts. |
4 |
24 |
Failed to qualify for Merchant Marine (Merchant). |
4 |
24 |
Returned to Drifter (Barbarian). |
4 |
28 |
Scarred. Fully recovered. Owe 5,000 for medical bills. |
5 |
28 |
Became a Citizen (Colonist). |
5 |
29 |
Political upheaval strikes Stewart Gabb's homeworld, and Stewart Gabb is caught up in the revolution. |
5 |
32 |
Promoted to Citizen (Colonist) rank 1. |
6 |
32 |
Voluntarily left Colonist |
6 |
32 |
Became a Scholar (Scientist). |
6 |
36 |
Cheated in some fashion, advancing Stewart Gabb's career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. |
6 |
36 |
Gain an Enemy |
7 |
36 |
Continued as Scholar (Scientist). |
7 |
39 |
Scarred. Fully recovered. Owe 5,000 for medical bills. |
8 |
40 |
Continued as Scholar (Scientist). |
8 |
43 |
Make a breakthrough in Stewart Gabb's field. |
8 |
44 |
Promoted to Scholar (Scientist) rank 1. |