Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
1 |
19 |
Commanding officer takes an interest in Connie Myers's career. |
1 |
22 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
2 |
22 |
Continued as Navy (Engineer/Gunner). |
2 |
24 |
Lost eye or limb. Fully recovered. |
3 |
24 |
Became a Scout (Surveyor). |
3 |
26 |
Connie Myers's ship is damaged, and Connie Myers have to hitch-hike Connie Myers's way back across the stars to the nearest scout base. |
3 |
26 |
Gain 1 Contacts. Gain 3 Enemies. |
4 |
26 |
Became a Agent (Corporate Agent). |
4 |
28 |
Injured. Fully recovered. Owe 1,250 for medical bills. |
4 |
30 |
Promoted to Agent (Corporate Agent) rank 1 with the new title Agent. |
5 |
30 |
Continued as Agent (Corporate Agent). |
5 |
33 |
Refused a deal with criminal or other figure under investigation. Gain an Enemy |
6 |
33 |
Became a Entertainer (Journalist). |
6 |
36 |
An investigation, tour, project or expedition goes wrong, stranding Connie Myers far from home. |
7 |
36 |
Became a Drifter (Wanderer). |
7 |
39 |
Severely injured. Fully recovered. Owe 2,500 for medical bills. |
8 |
39 |
Became a Merchant (Free Trader). |
8 |
41 |
A sudden war destroys Connie Myers's trade routes and contacts, forcing Connie Myers to flee that region of space. |
8 |
41 |
Gain rebels as Enemy |
9 |
41 |
Entered Merchant Academy with the Shipboard curriculum. |
9 |
43 |
Suffered a deep tragedy. |
9 |
45 |
Dropped out of the merchant academy. |