Term |
Age |
History |
---|
1 |
18 |
Entered the school of hard knocks. |
1 |
21 |
Become leader in social movement. |
1 |
21 |
Gain an Ally and an Enemy. |
1 |
22 |
Failed in the school of hard knocks. |
2 |
22 |
Became a Scout (Explorer). |
2 |
23 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
3 |
23 |
Failed to qualify for Engineer/Gunner (Navy). |
3 |
23 |
Became a Drifter (Wanderer). |
3 |
25 |
Nearly killed. Owe 5,000 for medical bills. |
4 |
25 |
Failed to qualify for Enforcer (Rogue). |
4 |
25 |
Submitted to the draft. |
4 |
25 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
28 |
Make an unexpected connection outside Artie Rogers's normal circles. Gain a Contact. |
5 |
29 |
Continued as Merchant (Merchant Marine). |
5 |
32 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
6 |
33 |
Continued as Merchant (Merchant Marine). |
6 |
36 |
Artie Rogers's business or ship thrives. |
6 |
37 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |