Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Courier). |
1 |
21 |
Spend several years jumping from world to world in Carter Carpenter's scout ship. |
2 |
22 |
Continued as Scout (Courier). |
2 |
23 |
Carter Carpenter have no idea what happened to Carter Carpenter – they found Carter Carpenter's ship drifting on the fringes of friendly space. |
3 |
23 |
Became a Rogue (Thief). |
3 |
26 |
A police detective or rival criminal forces Carter Carpenter to flee and vows to hunt Carter Carpenter down. Gain an Enemy. |
4 |
27 |
Continued as Rogue (Thief). |
4 |
31 |
Involved in the planning of an impressive heist. |
4 |
31 |
Forced to muster out. |
5 |
31 |
Became a Drifter (Wanderer). |
5 |
33 |
Attacked by enemies that Carter Carpenter easily defeat. |
5 |
33 |
Gain Enemy if Carter Carpenter don't already have one. |
5 |
35 |
Promoted to Drifter (Wanderer) rank 1. |
6 |
35 |
Continued as Drifter (Wanderer). |
6 |
36 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
7 |
36 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
7 |
38 |
Given advanced training in a specialist field |
7 |
40 |
Forced to continue current assignment. |
7 |
40 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
8 |
40 |
Continued as Merchant (Merchant Marine). |
8 |
44 |
Befriend a useful ally in one sphere. Gain an Ally. |
9 |
44 |
Continued as Merchant (Merchant Marine). |
9 |
46 |
Make an unexpected connection outside Carter Carpenter's normal circles. Gain a Contact. |
9 |
48 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
10 |
48 |
Aging Crisis. Owe 30,000 for medical bills. |
10 |
48 |
Retired at age 48. |
10 |
48 |
Voluntarily left Merchant Marine |
10 |
48 |
Retired. |
10 |
52 |
Gained a contact. |
11 |
52 |
Aging Crisis. Owe 60,000 for medical bills. |