Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
21 |
Imperial trade restrictions force Sadie Mcarty out of business. |
2 |
21 |
Became a Drifter (Wanderer). |
2 |
24 |
Sadie Mcarty do not know what happened to Sadie Mcarty. There is a gap in Sadie Mcarty's memory. |
3 |
24 |
Became a Scout (Courier). |
3 |
25 |
Sadie Mcarty's scout ship is one of the first on the scene to rescue the survivors of a disaster but Sadie Mcarty fail to help. Gain an Enemy. |
3 |
25 |
Psychologically damaged by Sadie Mcarty's time in the scouts. |
4 |
28 |
Attempted to change assignments. |
4 |
28 |
Failed to qualify for Surveyor (Scout). |
4 |
28 |
Continued as Scout (Courier). |
4 |
30 |
Spend several years jumping from world to world in Sadie Mcarty's scout ship. |
5 |
32 |
Voluntarily left Courier |
5 |
32 |
Failed to qualify for Scientist (Scholar). |
5 |
32 |
Submitted to the draft. |
5 |
32 |
Returned to Merchant (Merchant Marine). |
5 |
34 |
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 |
37 |
Sadie Mcarty's ship or starport is destroyed by criminals. Gain them as an Enemy. |
7 |
37 |
Aging Crisis. Owe 10,000 for medical bills. |
7 |
37 |
Retired at age 37. |