Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
20 |
A good deal ensures Annabell Mcarthy is living the high life for a few years. |
1 |
22 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
2 |
22 |
Continued as Merchant (Merchant Marine). |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
28 |
Make an unexpected connection outside Annabell Mcarthy's normal circles. Gain a Contact. |
4 |
30 |
Continued as Merchant (Merchant Marine). |
4 |
33 |
Embroiled in legal trouble. |
5 |
34 |
Continued as Merchant (Merchant Marine). |
5 |
36 |
Make an unexpected connection outside Annabell Mcarthy's normal circles. Gain a Contact. |
5 |
38 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
6 |
38 |
Continued as Merchant (Merchant Marine). |
6 |
42 |
Befriend a useful ally in one sphere. Gain an Ally. |
6 |
42 |
Promoted to Merchant (Merchant Marine) rank 3 with the new title 3rd Officer. |
7 |
42 |
Continued as Merchant (Merchant Marine). |
7 |
43 |
Annabell Mcarthy's ship or starport is destroyed by criminals. Gain them as an Enemy. |
8 |
43 |
Became a Citizen (Worker). |
8 |
45 |
Severely injured. Fully recovered. Owe 7,500 for medical bills. |
8 |
47 |
Promoted to Citizen (Worker) rank 1. |
9 |
47 |
Continued as Citizen (Worker). |
9 |
49 |
Advanced training in a specialist field. |
10 |
51 |
Continued as Citizen (Worker). |
10 |
52 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
11 |
52 |
Aging Crisis. Owe 60,000 for medical bills. |
11 |
52 |
Retired at age 52. |
11 |
52 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
11 |
55 |
Annabell Mcarthy accepted an offer of inducements to betray Annabell Mcarthy's faith. Gain 500,000 in cash. |
11 |
56 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |
12 |
56 |
Aging Crisis. Owe 20,000 for medical bills. |