Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
19 |
Embroiled in legal trouble. |
1 |
22 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
23 |
A good deal ensures Faith Johnson is living the high life for a few years. |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
28 |
Risk Faith Johnson's fortune on a possibility lucrative deal and win. |
4 |
30 |
Continued as Merchant (Merchant Marine). |
4 |
31 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
5 |
34 |
Continued as Merchant (Merchant Marine). |
5 |
38 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
6 |
38 |
Continued as Merchant (Merchant Marine). |
6 |
39 |
Given advanced training in a specialist field |
6 |
42 |
Promoted to Merchant (Merchant Marine) rank 3 with the new title 3rd Officer. |
7 |
42 |
Continued as Merchant (Merchant Marine). |
7 |
46 |
A sudden war destroys Faith Johnson's trade routes and contacts, forcing Faith Johnson to flee that region of space. |
7 |
46 |
Gain rebels as Enemy |
7 |
46 |
Promoted to Merchant (Merchant Marine) rank 4 with the new title 2nd Officer. |
7 |
46 |
Forced to muster out. |
8 |
46 |
Became a Agent (Intelligence). |
8 |
48 |
Gained a contact. |
8 |
50 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
9 |
50 |
Continued as Agent (Intelligence). |
9 |
51 |
Go undercover to investigate an enemy. |
9 |
51 |
A police detective or rival criminal forces Faith Johnson to flee and vows to hunt Faith Johnson down. Gain an Enemy. |
9 |
54 |
Promoted to Agent (Intelligence) rank 2 with the new title Field Agent. |