Term |
Age |
History |
---|
1 |
18 |
Entered Merchant Academy with the Shipboard curriculum. |
1 |
21 |
Suffered a deep tragedy. |
1 |
21 |
Dropped out of the merchant academy. |
2 |
21 |
Failed to qualify for Physician (Scholar). |
2 |
21 |
Became a Drifter (Scavenger). |
2 |
23 |
Attacked by enemies that Maxie Batt easily defeat. |
2 |
23 |
Gain Enemy if Maxie Batt don't already have one. |
3 |
25 |
Voluntarily left Scavenger |
3 |
25 |
Became a Navy (Flight) with the new title Crewman. |
3 |
28 |
Maxie Batt is tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival. |
4 |
28 |
Became a Agent (Intelligence). |
4 |
31 |
Hard times caused by a lack of interstellar trade costs Maxie Batt's job. |
5 |
31 |
Became a Scout (Courier). |
5 |
34 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
6 |
35 |
Voluntarily left Courier |
6 |
35 |
Became a Merchant (Free Trader). |
6 |
39 |
Maxie Batt's ship or starport is destroyed by criminals. Gain them as an Enemy. |