Term |
Age |
History |
---|
1 |
18 |
Entered Merchant Academy with the Shipboard curriculum. |
1 |
21 |
Contacted by an underground psionic group. |
1 |
21 |
Dropped out of the merchant academy. |
2 |
21 |
Became a Drifter (Scavenger). |
2 |
24 |
Betrayed by a friend. One of Hector Carrington's Contacts or Allies betrays Hector Carrington, ending Hector Carrington's career. That Contact or Ally becomes a Rival or Enemy. |
3 |
24 |
Became a Agent (Law Enforcement) with the new title Rookie. |
3 |
26 |
Scarred. Fully recovered. Owe 2,500 for medical bills. |
3 |
26 |
Tested for psionic powers |
4 |
26 |
Became a Citizen (Colonist). |
4 |
28 |
Refused to co-operate with investigation by the planetary authorities. Gain an Ally |
5 |
28 |
Failed to qualify for Army Support (Army). |
5 |
28 |
Submitted to the draft. |
5 |
28 |
Became a Navy (Flight) with the new title Crewman. |
5 |
29 |
Hector Carrington foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
5 |
32 |
Promoted to Navy (Flight) rank 1 with the new title Able Spacehand. |
6 |
32 |
Continued as Navy (Flight). |
6 |
34 |
Scarred. |
7 |
34 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
7 |
38 |
Make an unexpected connection outside Hector Carrington's normal circles. Gain a Contact. |
7 |
38 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
8 |
38 |
Continued as Merchant (Merchant Marine). |
8 |
41 |
Imperial trade restrictions force Hector Carrington out of business. |