Term |
Age |
History |
---|
1 |
18 |
Entered Military Academy(Naval Academy) |
1 |
22 |
Made lifelong friends. Gain 3 Allies. |
1 |
22 |
Graduated. |
2 |
22 |
Became a Navy (Line/Crew) with the new title Crewman. |
2 |
26 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
3 |
26 |
Became a Scout (Courier). |
3 |
27 |
Susie Lawson spend a great deal of time on the fringes of Charted Space. |
3 |
27 |
Gain a contact in an alien race. |
4 |
30 |
Continued as Scout (Courier). |
4 |
32 |
Susie Lawson's scout ship is one of the first on the scene to rescue the survivors of a disaster but Susie Lawson fail to help. Gain an Enemy. |
4 |
32 |
Injured. Fully recovered. Owe 5,000 for medical bills. |
5 |
34 |
Voluntarily left Courier |
5 |
34 |
Failed to qualify for Pirate (Rogue). |
5 |
34 |
Submitted to the draft. |
5 |
34 |
Became a Merchant (Merchant Marine). |
5 |
35 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
6 |
38 |
Continued as Merchant (Merchant Marine). |
6 |
39 |
Embroiled in legal trouble. |
6 |
42 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
7 |
42 |
Continued as Merchant (Merchant Marine). |
7 |
46 |
Make an unexpected connection outside Susie Lawson's normal circles. Gain a Contact. |
7 |
46 |
Forced to muster out. |
8 |
46 |
Failed to qualify for Courier (Scout). |
8 |
46 |
Became a Drifter (Scavenger). |
8 |
47 |
Susie Lawson run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
9 |
47 |
Switched to Merchant (Free Trader). |
9 |
48 |
Befriend a useful ally in one sphere. Gain an Ally. |