Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
21 |
Make an unexpected connection outside Hulda Dunn's normal circles. Gain a Contact. |
1 |
22 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
24 |
Given advanced training in a specialist field |
2 |
26 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
28 |
Given advanced training in a specialist field |
4 |
30 |
Continued as Merchant (Merchant Marine). |
4 |
34 |
Hulda Dunn's ship or starport is destroyed by criminals. Gain them as an Enemy. |
5 |
34 |
Became a Drifter (Barbarian). |
5 |
36 |
Attacked by enemies and injured. |
5 |
36 |
Lightly injured, no permanent damage. Fully recovered. |
5 |
36 |
Gain Enemy if Hulda Dunn don't already have one. |
5 |
38 |
Promoted to Drifter (Barbarian) rank 1. |
6 |
38 |
Continued as Drifter (Barbarian). |
6 |
42 |
Spend time with an alien race. Gain a contact. |
7 |
42 |
Voluntarily left Barbarian |
7 |
42 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
7 |
46 |
Hulda Dunn have been following false teachings! |
8 |
46 |
Switched to Drifter (Wanderer). |
8 |
48 |
Offered job by a patron. Now owe him a favor. |
9 |
50 |
Became a Entertainer (Artist). |
9 |
51 |
An investigation, tour, project or expedition goes wrong, stranding Hulda Dunn far from home. |
10 |
51 |
Returned to Believer (Missionary/Humanitarian). |
10 |
53 |
Hulda Dunn have been following false teachings! |