Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Broker). |
1 |
20 |
Make an unexpected connection outside Muriel Palmer's normal circles. Gain a Contact. |
1 |
22 |
Promoted to Merchant (Broker) rank 1. |
2 |
22 |
Continued as Merchant (Broker). |
2 |
26 |
Promoted to Merchant (Broker) rank 2. |
3 |
26 |
Continued as Merchant (Broker). |
3 |
28 |
Given advanced training in a specialist field |
4 |
30 |
Continued as Merchant (Broker). |
4 |
32 |
Given advanced training in a specialist field |
5 |
34 |
Continued as Merchant (Broker). |
5 |
38 |
Muriel Palmer's ship or starport is destroyed by criminals. Gain them as an Enemy. |
6 |
38 |
Failed to qualify for Intelligence (Agent). |
6 |
38 |
Submitted to the draft. |
6 |
38 |
Switched to Merchant (Merchant Marine) with the new title Crewman. |
6 |
41 |
Risk Muriel Palmer's fortune on a possibility lucrative deal and win. |
6 |
42 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
7 |
42 |
Continued as Merchant (Merchant Marine). |
7 |
43 |
A good deal ensures Muriel Palmer is living the high life for a few years. |
7 |
46 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |