Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Line/Crew (Navy). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
21 |
Smuggle illegal items onto a planet. |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
23 |
Risk William Sullivan's fortune on a possibility lucrative deal and win. |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
27 |
Make an unexpected connection outside William Sullivan's normal circles. Gain a Contact. |
4 |
30 |
Continued as Merchant (Merchant Marine). |
4 |
31 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
4 |
34 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
5 |
34 |
Continued as Merchant (Merchant Marine). |
5 |
36 |
A series of bad deals and decisions force William Sullivan into bankruptcy. William Sullivan salvages what William Sullivan can. |
6 |
36 |
Became a Entertainer (Artist). |
6 |
40 |
An investigation, tour, project or expedition goes wrong, stranding William Sullivan far from home. |
7 |
40 |
Became a Scout (Surveyor). |
7 |
42 |
William Sullivan's ship is damaged, and William Sullivan have to hitch-hike William Sullivan's way back across the stars to the nearest scout base. |
7 |
42 |
Gain 1 Contacts. Gain 3 Enemies. |