Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Corporate). |
1 |
20 |
Tina Dunn's business expands, Tina Dunn's corporation grows, or the colony thrives. |
1 |
22 |
Promoted to Citizen (Corporate) rank 1. |
2 |
22 |
Voluntarily left Corporate |
2 |
22 |
Became a Entertainer (Performer). |
2 |
25 |
An investigation, tour, project or expedition goes wrong, stranding Tina Dunn far from home. |
3 |
25 |
Failed to qualify for Intelligence (Agent). |
3 |
25 |
Became a Drifter (Wanderer). |
3 |
29 |
Severely injured. Fully recovered. Owe 25,000 for medical bills. |
4 |
29 |
Became a Scout (Surveyor). |
4 |
30 |
Tina Dunn's ship is damaged, and Tina Dunn have to hitch-hike Tina Dunn's way back across the stars to the nearest scout base. |
4 |
30 |
Gain 2 Contacts. Gain 3 Enemies. |
5 |
30 |
Returned to Drifter (Wanderer). |
5 |
33 |
Tina Dunn do not know what happened to Tina Dunn. There is a gap in Tina Dunn's memory. |
6 |
33 |
Failed to qualify for Merchant Marine (Merchant). |
6 |
33 |
Submitted to the draft. |
6 |
33 |
Became a Agent (Law Enforcement) with the new title Rookie. |
6 |
36 |
Given specialist training in vehicles. |
7 |
37 |
Continued as Agent (Law Enforcement). |
7 |
41 |
Hard times caused by a lack of interstellar trade costs Tina Dunn's job. |
8 |
41 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
8 |
44 |
Tina Dunn refuse to secretly provide religious rites for a dying leader or noble, because they do not share Tina Dunn's faith. |
8 |
45 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |