Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Army Support (Army). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Scout (Explorer). |
1 |
21 |
Psychologically damaged by Saata Fab's time in the scouts. |
2 |
21 |
Became a Citizen (Colonist). |
2 |
24 |
Saata Fab's business expands, Saata Fab's corporation grows, or the colony thrives. |
2 |
25 |
Promoted to Citizen (Colonist) rank 1. |
3 |
25 |
Continued as Citizen (Colonist). |
3 |
27 |
A revolution, attack or other unusual event throws Saata Fab's life into chaos, forcing Saata Fab to leave the planet. |
4 |
27 |
Failed to qualify for Journalist (Entertainer). |
4 |
27 |
Became a Drifter (Scavenger). |
4 |
28 |
Betrayed by a friend. One of Saata Fab's Contacts or Allies betrays Saata Fab, ending Saata Fab's career. That Contact or Ally becomes a Rival or Enemy. |
5 |
28 |
Returned to Scout (Explorer). |
5 |
31 |
Saata Fab's ship is damaged, and Saata Fab have to hitch-hike Saata Fab's way back across the stars to the nearest scout base. |
5 |
31 |
Gain 1 Contacts. Gain 2 Enemies. |
6 |
31 |
Became a Believer (Holy Warrior) with the new title Hopeful. |
6 |
34 |
Saata Fab faith is shaken. |
7 |
35 |
Continued as Believer (Holy Warrior). |
7 |
39 |
Saata Fab aid a follower back to the True Path but this angers a friend or relative. Gain an Enemy. |
8 |
39 |
Became a Merchant (Broker). |
8 |
43 |
A good deal ensures Saata Fab is living the high life for a few years. |
9 |
43 |
Aging Crisis. Owe 10,000 for medical bills. |
9 |
43 |
Retired at age 43. |
9 |
43 |
Continued as Merchant (Broker). |
9 |
47 |
Embroiled in legal trouble. |
10 |
47 |
Aging Crisis. Owe 60,000 for medical bills. |
10 |
47 |
Continued as Merchant (Broker). |
10 |
50 |
Embroiled in legal trouble. |
10 |
51 |
Promoted to Merchant (Broker) rank 1. |
11 |
51 |
Aging Crisis. Owe 50,000 for medical bills. |
11 |
51 |
Continued as Merchant (Broker). |
11 |
55 |
Forced to muster out. |
12 |
55 |
Aging Crisis. Owe 60,000 for medical bills. |