Term |
Age |
History |
---|
1 |
18 |
Became a Entertainer (Artist). |
1 |
22 |
Nearly killed. Owe 11,250 for medical bills. |
2 |
22 |
Became a Citizen (Corporate). |
2 |
24 |
Co-operate with investigation by the planetary authorities. The business or colony is shut down. |
3 |
24 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
3 |
26 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
4 |
28 |
Continued as Merchant (Merchant Marine). |
4 |
30 |
A sudden war destroys John Miller's trade routes and contacts, forcing John Miller to flee that region of space. |
4 |
30 |
Gain rebels as Enemy |
5 |
32 |
Continued as Merchant (Merchant Marine). |
5 |
35 |
John Miller's ship or starport is destroyed by criminals. Gain them as an Enemy. |
6 |
35 |
Failed to qualify for Colonist (Citizen). |
6 |
35 |
Became a Drifter (Barbarian). |
6 |
39 |
John Miller do not know what happened to John Miller. There is a gap in John Miller's memory. |