Term |
Age |
History |
---|
1 |
18 |
Became a Scholar (Field Researcher). |
1 |
21 |
An expedition or voyage goes wrong, leaving Wilda Rand stranded in the wilderness. |
2 |
21 |
Became a Merchant (Broker). |
2 |
22 |
Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
3 |
25 |
Continued as Merchant (Broker). |
3 |
27 |
Befriend a useful ally in one sphere. Gain an Ally. |
3 |
29 |
Promoted to Merchant (Broker) rank 1. |
4 |
29 |
Continued as Merchant (Broker). |
4 |
32 |
A series of bad deals and decisions force Wilda Rand into bankruptcy. Wilda Rand salvages what Wilda Rand can. |
5 |
32 |
Failed to qualify for Engineer/Gunner (Navy). |
5 |
32 |
Submitted to the draft. |
5 |
32 |
Became a Agent (Law Enforcement) with the new title Rookie. |
5 |
35 |
Refused a deal with criminal or other figure under investigation. Gain an Enemy |
6 |
35 |
Became a Drifter (Barbarian). |
6 |
38 |
Betrayed by a friend. One of Wilda Rand's Contacts or Allies betrays Wilda Rand, ending Wilda Rand's career. That Contact or Ally becomes a Rival or Enemy. |
7 |
38 |
Switched to Merchant (Merchant Marine) with the new title Crewman. |
7 |
40 |
A new romantic starts. Gain an Ally. |
7 |
42 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
8 |
42 |
Continued as Merchant (Merchant Marine). |
8 |
46 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
9 |
46 |
Continued as Merchant (Merchant Marine). |
9 |
49 |
Wilda Rand's ship or starport is destroyed by criminals. Gain them as an Enemy. |
10 |
49 |
Switched to Drifter (Scavenger). |
10 |
53 |
Wilda Rand do not know what happened to Wilda Rand. There is a gap in Wilda Rand's memory. |
11 |
53 |
Aging Crisis. Owe 60,000 for medical bills. |
11 |
53 |
Retired at age 53. |
11 |
53 |
Retired. |
11 |
54 |
Betrayal. Convert an Ally into a Rival or Enemy. |
12 |
57 |
Aging Crisis. Owe 10,000 for medical bills. |
12 |
61 |
Find an Alien Artifact. |
13 |
61 |
Aging Crisis. Owe 50,000 for medical bills. |
13 |
63 |
A new romantic starts. Gain an Ally. |
14 |
65 |
Aging Crisis. Owe 30,000 for medical bills. |
14 |
67 |
Good fortune. |
15 |
69 |
Aging Crisis. Owe 20,000 for medical bills. |
15 |
73 |
Betrayal. Convert an Ally into a Rival or Enemy. |
16 |
73 |
Aging Crisis. Owe 10,000 for medical bills. |
16 |
75 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
17 |
77 |
Aging Crisis. Owe 20,000 for medical bills. |
17 |
81 |
Lightly injured, no permanent damage. Fully recovered. |
18 |
81 |
Aging Crisis. Owe 60,000 for medical bills. |