Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Free Trader). |
1 |
20 |
Lost eye or limb. Fully recovered. Owe 2,500 for medical bills. |
2 |
20 |
Failed to qualify for Star Marine (Marine). |
2 |
20 |
Became a Drifter (Barbarian). |
2 |
23 |
Mertie Fisher run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
3 |
23 |
Failed to qualify for Surveyor (Scout). |
3 |
23 |
Submitted to the draft. |
3 |
23 |
Became a Navy (Line/Crew) with the new title Crewman. |
3 |
24 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
4 |
24 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
4 |
27 |
Mertie Fisher retreat from the mundane world for a time in the hope of a revelation, although this affects
your work and relationships. |
5 |
28 |
Voluntarily left Missionary/Humanitarian |
5 |
28 |
Switched to Merchant (Broker). |
5 |
29 |
Embroiled in legal trouble. |
5 |
32 |
Promoted to Merchant (Broker) rank 1. |
6 |
32 |
Became a Prisoner (Fixer). |
6 |
35 |
Severely injured. Owe 10,000 for medical bills. |
7 |
36 |
Continued as Prisoner (Fixer). |
7 |
40 |
The warden takes an interest in Mertie Fisher's case. |
7 |
40 |
Promoted to Prisoner (Fixer) rank 1. |