Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Broker). |
1 |
22 |
Wilmer Hopkins's ship or starport is destroyed by criminals. Gain them as an Enemy. |
2 |
22 |
Failed to qualify for Corporate Agent (Agent). |
2 |
22 |
Submitted to the draft. |
2 |
22 |
Switched to Merchant (Merchant Marine) with the new title Crewman. |
2 |
23 |
A good deal ensures Wilmer Hopkins is living the high life for a few years. |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
28 |
Given advanced training in a specialist field |
3 |
30 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
4 |
30 |
Continued as Merchant (Merchant Marine). |
4 |
32 |
A new romantic starts. Gain an Ally. |
4 |
34 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
5 |
34 |
Continued as Merchant (Merchant Marine). |
5 |
37 |
A good deal ensures Wilmer Hopkins is living the high life for a few years. |
5 |
38 |
Promoted to Merchant (Merchant Marine) rank 3 with the new title 3rd Officer. |
6 |
38 |
Continued as Merchant (Merchant Marine). |
6 |
41 |
A sudden war destroys Wilmer Hopkins's trade routes and contacts, forcing Wilmer Hopkins to flee that region of space. |
6 |
41 |
Gain rebels as Enemy |