Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
19 |
Become leader in social movement. |
1 |
19 |
Gain an Ally and an Enemy. |
1 |
26 |
Failed as a colonist. |
2 |
26 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
29 |
Given advanced training in a specialist field |
3 |
30 |
Continued as Merchant (Merchant Marine). |
3 |
32 |
Embroiled in legal trouble. |
4 |
34 |
Continued as Merchant (Merchant Marine). |
4 |
35 |
Risk Joe Myers's fortune on a possibility lucrative deal and win. |
4 |
38 |
Forced to muster out. |
5 |
38 |
Became a Scout (Surveyor). |
5 |
41 |
Joe Myers survey an alien world. |
6 |
42 |
Continued as Scout (Surveyor). |
6 |
46 |
Psychologically damaged by Joe Myers's time in the scouts. |
7 |
46 |
Failed to qualify for Pirate (Rogue). |
7 |
46 |
Submitted to the draft. |
7 |
46 |
Returned to Merchant (Merchant Marine). |
7 |
48 |
A series of bad deals and decisions force Joe Myers into bankruptcy. Joe Myers salvages what Joe Myers can. |
8 |
48 |
Became a Drifter (Scavenger). |
8 |
50 |
Joe Myers do not know what happened to Joe Myers. There is a gap in Joe Myers's memory. |
9 |
50 |
Became a Rogue (Pirate) with the new title Lackey. |
9 |
51 |
Crime pays off. Gain victim as Enemy. |
9 |
54 |
Promoted to Rogue (Pirate) rank 1 with the new title Henchman. |
10 |
54 |
Attempted to change assignments. |
10 |
54 |
Failed to qualify for Thief (Rogue). |
10 |
54 |
Continued as Rogue (Pirate). |
10 |
56 |
A police detective or rival criminal forces Joe Myers to flee and vows to hunt Joe Myers down. Gain an Enemy. |
11 |
56 |
Aging Crisis. Owe 30,000 for medical bills. |
11 |
56 |
Retired at age 56. |
11 |
56 |
Retired. |
11 |
58 |
Good fortune. |
12 |
60 |
Aging Crisis. Owe 10,000 for medical bills. |
12 |
61 |
Gained a contact. |
13 |
64 |
Aging Crisis. Owe 40,000 for medical bills. |
13 |
65 |
Gained a contact. |
14 |
68 |
Aging Crisis. Owe 20,000 for medical bills. |