Term |
Age |
History |
---|
1 |
18 |
Entered Merchant Academy with the Shipboard curriculum. |
1 |
22 |
Contacted by an underground psionic group. |
1 |
22 |
Dropped out of the merchant academy. |
2 |
22 |
Became a Agent (Law Enforcement) with the new title Rookie. |
2 |
25 |
An investigation takes on a dangerous turn. |
2 |
26 |
Promoted to Agent (Law Enforcement) rank 1 with the new title Corporal. |
3 |
26 |
Continued as Agent (Law Enforcement). |
3 |
29 |
Rewarded for a successful mission. |
3 |
30 |
Promoted to Agent (Law Enforcement) rank 2 with the new title Sergeant. |
4 |
30 |
Voluntarily left Law Enforcement |
4 |
30 |
Became a Rogue (Thief). |
4 |
34 |
A police detective or rival criminal forces Gertrude McMillan to flee and vows to hunt Gertrude McMillan down. Gain an Enemy. |
5 |
34 |
Became a Merchant (Free Trader). |
5 |
37 |
A series of bad deals and decisions force Gertrude McMillan into bankruptcy. Gertrude McMillan salvages what Gertrude McMillan can. |
6 |
37 |
Became a Believer (Holy Warrior) with the new title Hopeful. |
6 |
41 |
Gertrude McMillan retreat from the mundane world for a time in the hope of a revelation, although this affects
your work and relationships. |
6 |
41 |
Promoted to Believer (Holy Warrior) rank 1 with the new title Fighter. |
7 |
41 |
Continued as Believer (Holy Warrior). |
7 |
42 |
Gertrude McMillan aid a follower back to the True Path but this angers a friend or relative. Gain an Enemy. |
7 |
42 |
Tested for psionic powers |
8 |
42 |
Failed to qualify for Merchant Marine (Merchant). |
8 |
42 |
Submitted to the draft. |
8 |
42 |
Became a Scout (Courier). |
8 |
44 |
A new romantic starts. Gain an Ally. |
8 |
46 |
Promoted to Scout (Courier) rank 1 with the new title Scout. |
9 |
46 |
Continued as Scout (Courier). |
9 |
47 |
Gertrude McMillan spend a great deal of time on the fringes of Charted Space. |
9 |
47 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
9 |
50 |
Promoted to Scout (Courier) rank 2. |
10 |
50 |
Continued as Scout (Courier). |
10 |
51 |
Gertrude McMillan's ship is damaged, and Gertrude McMillan have to hitch-hike Gertrude McMillan's way back across the stars to the nearest scout base. |
10 |
51 |
Gain 6 Contacts. Gain 1 Enemies. |