Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Courier). |
1 |
22 |
Electa Watton's scout ship is one of the first on the scene to rescue the survivors of a disaster but Electa Watton fail to help. Gain an Enemy. |
1 |
22 |
Psychologically damaged by Electa Watton's time in the scouts. |
2 |
22 |
Continued as Scout (Courier). |
2 |
26 |
Electa Watton have no idea what happened to Electa Watton – they found Electa Watton's ship drifting on the fringes of friendly space. |
3 |
26 |
Became a Entertainer (Artist). |
3 |
28 |
Electa Watton is betrayed by a peer. One Ally or Contact becomes a Rival or Enemy |
4 |
28 |
Failed to qualify for Line/Crew (Navy). |
4 |
28 |
Submitted to the draft. |
4 |
28 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
29 |
Given advanced training in a specialist field |
4 |
32 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
5 |
32 |
Continued as Merchant (Merchant Marine). |
5 |
35 |
Imperial trade restrictions force Electa Watton out of business. |
6 |
35 |
Became a Rogue (Thief). |
6 |
39 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
6 |
39 |
Promoted to Rogue (Thief) rank 1. |
7 |
39 |
Continued as Rogue (Thief). |
7 |
42 |
Involved in a gambling ring. |