Term |
Age |
History |
---|
1 |
18 |
Became a Entertainer (Performer). |
1 |
20 |
Spend time with an alien race. Gain a contact. |
1 |
22 |
Promoted to Entertainer (Performer) rank 1. |
2 |
22 |
Continued as Entertainer (Performer). |
2 |
23 |
Encounter a Psionic institute. |
2 |
23 |
Tested for psionic powers |
2 |
26 |
Promoted to Entertainer (Performer) rank 2. |
3 |
26 |
Became a Psion (Wild Talent). |
3 |
28 |
Telepathically contact something dangerous. Suffer from persistent and terrifying nightmares. |
4 |
28 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
31 |
A good deal ensures Margaretta Hopkins is living the high life for a few years. |
4 |
32 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
5 |
32 |
Continued as Merchant (Merchant Marine). |
5 |
36 |
A series of bad deals and decisions force Margaretta Hopkins into bankruptcy. Margaretta Hopkins salvages what Margaretta Hopkins can. |
6 |
36 |
Became a Scout (Courier). |
6 |
39 |
Margaretta Hopkins's ship is damaged, and Margaretta Hopkins have to hitch-hike Margaretta Hopkins's way back across the stars to the nearest scout base. |
6 |
39 |
Gain 2 Contacts. Gain 1 Enemies. |