Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Colonist). |
1 |
20 |
Lightly injured, no permanent damage. Fully recovered. |
1 |
22 |
Promoted to Citizen (Colonist) rank 1. |
2 |
22 |
Continued as Citizen (Colonist). |
2 |
25 |
Refused to co-operate with investigation by the planetary authorities. Gain an Ally |
3 |
25 |
Became a Rogue (Thief). |
3 |
26 |
Involved in the planning of an impressive heist. |
3 |
29 |
Promoted to Rogue (Thief) rank 1. |
4 |
29 |
Continued as Rogue (Thief). |
4 |
30 |
A police detective or rival criminal forces Minnie Bethune to flee and vows to hunt Minnie Bethune down. Gain an Enemy. |
5 |
30 |
Failed to qualify for Worker (Citizen). |
5 |
30 |
Submitted to the draft. |
5 |
30 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
5 |
34 |
Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
6 |
34 |
Continued as Merchant (Merchant Marine). |
6 |
37 |
A good deal ensures Minnie Bethune is living the high life for a few years. |
6 |
38 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
7 |
38 |
Continued as Merchant (Merchant Marine). |
7 |
40 |
Risk Minnie Bethune's fortune on a possibility lucrative deal and win. |
7 |
42 |
Forced to muster out. |