Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Wanderer). |
1 |
22 |
Drafted into Merchant Marine |
1 |
22 |
Forced to continue current assignment. |
1 |
22 |
Promoted to Drifter (Wanderer) rank 1. |
2 |
22 |
Continued as Drifter (Wanderer). |
2 |
24 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
3 |
24 |
Became a Citizen (Corporate). |
3 |
26 |
Gained a contact. |
3 |
28 |
Promoted to Citizen (Corporate) rank 1. |
4 |
28 |
Continued as Citizen (Corporate). |
4 |
32 |
Advanced training in a specialist field. |
4 |
32 |
Promoted to Citizen (Corporate) rank 2 with the new title Manager. |
5 |
32 |
Continued as Citizen (Corporate). |
5 |
36 |
Bepaw's business expands, Bepaw's corporation grows, or the colony thrives. |
6 |
36 |
Continued as Citizen (Corporate). |
6 |
40 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
6 |
40 |
Promoted to Citizen (Corporate) rank 3. |
7 |
40 |
Continued as Citizen (Corporate). |
7 |
41 |
A revolution, attack or other unusual event throws Bepaw's life into chaos, forcing Bepaw to leave the planet. |
8 |
41 |
Returned to Drifter (Wanderer). |
8 |
42 |
Bepaw do not know what happened to Bepaw. There is a gap in Bepaw's memory. |
9 |
42 |
Became a Merchant (Free Trader). |
9 |
46 |
A sudden war destroys Bepaw's trade routes and contacts, forcing Bepaw to flee that region of space. |
9 |
46 |
Gain rebels as Enemy |
10 |
46 |
Aging Crisis. Owe 30,000 for medical bills. |
10 |
46 |
Retired at age 46. |
10 |
46 |
Became a Believer (Mainstream Believer) with the new title Lay Person. |
10 |
48 |
Bepaw secretly provide religious rites for a dying leader or noble, although they do not share Bepaw's faith. Gain an Ally in the family and a Rival who disagrees with Bepaw's choice. |
11 |
50 |
Aging Crisis. Owe 10,000 for medical bills. |