Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Line/Crew) with the new title Crewman. |
1 |
22 |
Victim of a crime |
1 |
22 |
Promoted to Navy (Line/Crew) rank 1 with the new title Able Spacehand. |
2 |
22 |
Voluntarily left Line/Crew |
2 |
22 |
Became a Merchant (Free Trader). |
2 |
23 |
Embroiled in legal trouble. |
2 |
26 |
Promoted to Merchant (Free Trader) rank 1. |
3 |
26 |
Continued as Merchant (Free Trader). |
3 |
30 |
Ferne McMillan's business or ship thrives. |
3 |
30 |
Promoted to Merchant (Free Trader) rank 2. |
4 |
30 |
Continued as Merchant (Free Trader). |
4 |
34 |
Given advanced training in a specialist field |
5 |
34 |
Continued as Merchant (Free Trader). |
5 |
35 |
A series of bad deals and decisions force Ferne McMillan into bankruptcy. Ferne McMillan salvages what Ferne McMillan can. |
6 |
35 |
Became a Entertainer (Journalist). |
6 |
37 |
Public opinion turns on Ferne McMillan. |
7 |
37 |
Became a Scholar (Field Researcher). |
7 |
41 |
Entangled in a bureaucratic or legal morass that distracts Ferne McMillan from Ferne McMillan's work. |
7 |
41 |
Promoted to Scholar (Field Researcher) rank 1. |
8 |
41 |
Attempted to change assignments. |
8 |
41 |
Failed to qualify for Scientist (Scholar). |
8 |
41 |
Continued as Scholar (Field Researcher). |
8 |
43 |
Caught cheating in some fashion, advancing Ferne McMillan's career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. |
8 |
43 |
Ferne McMillan's work is sabotaged by unknown parties. Ferne McMillan may salvage what Ferne McMillan can and give up. |
8 |
43 |
Gain an Enemy |
9 |
45 |
Voluntarily left Field Researcher |
9 |
45 |
Switched to Merchant (Merchant Marine) with the new title Crewman. |
9 |
46 |
Make an unexpected connection outside Ferne McMillan's normal circles. Gain a Contact. |
10 |
49 |
Aging Crisis. Owe 40,000 for medical bills. |
10 |
49 |
Retired at age 49. |
10 |
49 |
Continued as Merchant (Merchant Marine). |
10 |
50 |
Smuggle illegal items onto a planet. |
11 |
53 |
Aging Crisis. Owe 20,000 for medical bills. |
11 |
53 |
Continued as Merchant (Merchant Marine). |
11 |
54 |
A good deal ensures Ferne McMillan is living the high life for a few years. |
12 |
57 |
Aging Crisis. Owe 60,000 for medical bills. |
12 |
57 |
Continued as Merchant (Merchant Marine). |
12 |
58 |
Embroiled in legal trouble. |
13 |
61 |
Aging Crisis. Owe 30,000 for medical bills. |
13 |
61 |
Continued as Merchant (Merchant Marine). |
13 |
62 |
Given advanced training in a specialist field |
13 |
65 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
14 |
65 |
Aging Crisis. Owe 50,000 for medical bills. |
14 |
65 |
Continued as Merchant (Merchant Marine). |
14 |
69 |
Forced to muster out. |
15 |
69 |
Aging Crisis. Owe 20,000 for medical bills. |
15 |
69 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
15 |
71 |
Ferne McMillan come into conflict with a splinter group Ferne McMillan's own religion which maintains Ferne McMillan's version is the wrong one. Gain 3 Rivals. |
16 |
71 |
Aging Crisis. Owe 10,000 for medical bills. |
16 |
71 |
Retired. |
16 |
75 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
17 |
75 |
Aging Crisis. Owe 20,000 for medical bills. |
17 |
78 |
Gained a contact. |
18 |
79 |
Aging Crisis. Owe 10,000 for medical bills. |
18 |
82 |
Encounter a Psionic institute. |
18 |
82 |
Tested for psionic powers |
19 |
83 |
Aging Crisis. Owe 20,000 for medical bills. |
19 |
86 |
Accused of a crime. |
20 |
87 |
Aging Crisis. Owe 60,000 for medical bills. |
20 |
89 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
21 |
91 |
Aging Crisis. Owe 50,000 for medical bills. |
21 |
94 |
Moved to a new world. |
22 |
95 |
Aging Crisis. Owe 50,000 for medical bills. |