Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Colonist). |
1 |
21 |
Political upheaval strikes Erie Bluit's homeworld, and Erie Bluit is caught up in the revolution. |
1 |
22 |
Forced to continue current assignment. |
1 |
22 |
Promoted to Citizen (Colonist) rank 1. |
2 |
22 |
Continued as Citizen (Colonist). |
2 |
24 |
Scarred. Fully recovered. Owe 5,000 for medical bills. |
3 |
24 |
Failed to qualify for University. |
3 |
24 |
Became a Drifter (Barbarian). |
3 |
27 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
4 |
27 |
Returned to Citizen (Colonist). |
4 |
30 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
5 |
30 |
Became a Merchant (Broker). |
5 |
34 |
Gained a contact. |
5 |
34 |
Promoted to Merchant (Broker) rank 1. |
6 |
34 |
Continued as Merchant (Broker). |
6 |
38 |
Given advanced training in a specialist field |
7 |
38 |
Continued as Merchant (Broker). |
7 |
42 |
Risk Erie Bluit's fortune on a possibility lucrative deal and win. |
8 |
42 |
Continued as Merchant (Broker). |
8 |
44 |
Given advanced training in a specialist field |