Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Colonist). |
1 |
20 |
Troy Moore learn something Troy Moore should not have – a corporate secret, a political scandal – which Troy Moore can profit from illegally. |
1 |
20 |
Gain a criminal contact. |
1 |
22 |
Promoted to Citizen (Colonist) rank 1. |
2 |
22 |
Continued as Citizen (Colonist). |
2 |
26 |
Co-operate with investigation by the planetary authorities. The business or colony is shut down. |
3 |
26 |
Became a Drifter (Scavenger). |
3 |
27 |
Betrayed by a friend. One of Troy Moore's Contacts or Allies betrays Troy Moore, ending Troy Moore's career. That Contact or Ally becomes a Rival or Enemy. |
4 |
27 |
Became a Rogue (Enforcer). |
4 |
31 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
5 |
31 |
Failed to qualify for Engineer/Gunner (Navy). |
5 |
31 |
Submitted to the draft. |
5 |
31 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
5 |
33 |
Make an unexpected connection outside Troy Moore's normal circles. Gain a Contact. |
5 |
35 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
6 |
35 |
Continued as Merchant (Merchant Marine). |
6 |
37 |
Moved to a new world. |
6 |
39 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |