Term |
Age |
History |
---|
1 |
18 |
Became a Rogue (Thief). |
1 |
21 |
A police detective or rival criminal forces Jar Spencer to flee and vows to hunt Jar Spencer down. Gain an Enemy. |
2 |
21 |
Failed to qualify for Courier (Scout). |
2 |
21 |
Submitted to the draft. |
2 |
21 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
25 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
3 |
25 |
Continued as Merchant (Merchant Marine). |
3 |
29 |
Make an unexpected connection outside Jar Spencer's normal circles. Gain a Contact. |
4 |
29 |
Continued as Merchant (Merchant Marine). |
4 |
31 |
Jar Spencer's ship or starport is destroyed by criminals. Gain them as an Enemy. |
4 |
33 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
5 |
33 |
Continued as Merchant (Merchant Marine). |
5 |
34 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
5 |
37 |
Forced to muster out. |
6 |
37 |
Became a Scout (Courier). |
6 |
41 |
Jar Spencer's ship is ambushed by enemy vessels. Jar Spencer successfully bargain with them. |