Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Broker). |
1 |
19 |
Make an unexpected connection outside Genie McDermot's normal circles. Gain a Contact. |
1 |
22 |
Forced to continue current assignment. |
1 |
22 |
Promoted to Merchant (Broker) rank 1. |
2 |
22 |
Continued as Merchant (Broker). |
2 |
25 |
A good deal ensures Genie McDermot is living the high life for a few years. |
3 |
26 |
Continued as Merchant (Broker). |
3 |
28 |
Imperial trade restrictions force Genie McDermot out of business. |
4 |
28 |
Became a Rogue (Thief). |
4 |
29 |
A job goes wrong, forcing Genie McDermot to flee off-planet. |
5 |
29 |
Failed to qualify for Broker (Merchant). |
5 |
29 |
Became a Drifter (Barbarian). |
5 |
33 |
Offered job by a patron. Now owe him a favor. |
5 |
33 |
Promoted to Drifter (Barbarian) rank 1. |
6 |
33 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
6 |
34 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
7 |
37 |
Continued as Navy (Engineer/Gunner). |
7 |
41 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
8 |
41 |
Attempted to change assignments. |
8 |
41 |
Failed to qualify for Line/Crew (Navy). |
8 |
41 |
Continued as Navy (Engineer/Gunner). |
8 |
45 |
Genie McDermot foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
8 |
45 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
9 |
45 |
Continued as Navy (Engineer/Gunner). |
9 |
46 |
Genie McDermot join a gambling circle on board. |
9 |
49 |
Forced to muster out. |
10 |
49 |
Failed to qualify for Journalist (Entertainer). |
10 |
49 |
Switched to Drifter (Wanderer). |
10 |
53 |
Contact with Government. |
10 |
53 |
Promoted to Drifter (Wanderer) rank 1. |