Term |
Age |
History |
---|
1 |
18 |
Became a Entertainer (Performer). |
1 |
21 |
One of Clare Hall's pieces of art is stolen, and the investigation brings Clare Hall into the criminal underworld. |
2 |
22 |
Continued as Entertainer (Performer). |
2 |
25 |
An investigation, tour, project or expedition goes wrong, stranding Clare Hall far from home. |
3 |
25 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
3 |
27 |
Clare Hall foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
3 |
29 |
Attempt at commissioned failed. |
3 |
29 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
4 |
29 |
Continued as Navy (Engineer/Gunner). |
4 |
33 |
Advanced training in a specialist field. |
4 |
33 |
Promoted to Navy (Engineer/Gunner) rank 2 with the new title Petty Officer, 3rd class. |
5 |
33 |
Continued as Navy (Engineer/Gunner). |
5 |
37 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
5 |
37 |
Commissioned in Navy (Engineer/Gunner) with the new title Ensign. |
5 |
37 |
Promoted to Navy (Engineer/Gunner) officer rank 2 with the new title Sublieutenant. |
6 |
37 |
Continued as Navy (Engineer/Gunner). |
6 |
38 |
Vessel participates in a notable military engagement. |
6 |
41 |
Forced to muster out. |
7 |
41 |
Failed to qualify for Performer (Entertainer). |
7 |
41 |
Submitted to the draft. |
7 |
41 |
Became a Scout (Courier). |
7 |
45 |
Clare Hall's scout ship is one of the first on the scene to rescue the survivors of a disaster but Clare Hall fail to help. Gain an Enemy. |
7 |
45 |
Severely injured. Fully recovered. Owe 5,000 for medical bills. |
8 |
45 |
Attempted to change assignments. |
8 |
45 |
Failed to qualify for Surveyor (Scout). |
8 |
45 |
Continued as Scout (Courier). |
8 |
46 |
Spend several years jumping from world to world in Clare Hall's scout ship. |
9 |
49 |
Continued as Scout (Courier). |
9 |
50 |
Clare Hall's scout ship is one of the first on the scene to rescue the survivors of a disaster but Clare Hall fail to help. Gain an Enemy. |
9 |
50 |
Clare Hall's ship is damaged, and Clare Hall have to hitch-hike Clare Hall's way back across the stars to the nearest scout base. |
9 |
50 |
Gain 5 Contacts. Gain 1 Enemies. |
10 |
53 |
Continued as Scout (Courier). |
10 |
54 |
Perform an exemplary service for the scouts. |
11 |
57 |
Continued as Scout (Courier). |
11 |
61 |
Psychologically damaged by Clare Hall's time in the scouts. |
12 |
61 |
Aging Crisis. Owe 20,000 for medical bills. |
12 |
61 |
Retired at age 61. |