Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
19 |
Given advanced training in a specialist field |
1 |
22 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
25 |
Embroiled in legal trouble. |
2 |
26 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
29 |
Make an unexpected connection outside May Learmonth's normal circles. Gain a Contact. |
3 |
30 |
Forced to muster out. |
4 |
30 |
Became a Agent (Intelligence). |
4 |
31 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
5 |
31 |
Failed to qualify for Physician (Scholar). |
5 |
31 |
Submitted to the draft. |
5 |
31 |
Became a Scout (Surveyor). |
5 |
32 |
May Learmonth's scout ship is one of the first on the scene to rescue the survivors of a disaster but May Learmonth fail to help. Gain an Enemy. |
5 |
32 |
May Learmonth's ship is damaged, and May Learmonth have to hitch-hike May Learmonth's way back across the stars to the nearest scout base. |
5 |
32 |
Gain 3 Contacts. Gain 3 Enemies. |
6 |
35 |
Attempted to change assignments. |
6 |
35 |
Failed to qualify for Courier (Scout). |
6 |
35 |
Continued as Scout (Surveyor). |
6 |
38 |
Spend several years jumping from world to world in May Learmonth's scout ship. |