Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Corporate Agent (Agent). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Scout (Explorer). |
1 |
21 |
Psychologically damaged by Murphy Newman's time in the scouts. |
2 |
21 |
Became a Drifter (Wanderer). |
2 |
23 |
Attacked by enemies that Murphy Newman easily defeat. |
2 |
23 |
Gain Enemy if Murphy Newman don't already have one. |
2 |
25 |
Promoted to Drifter (Wanderer) rank 1. |
3 |
25 |
Continued as Drifter (Wanderer). |
3 |
28 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
4 |
28 |
Failed to qualify for Performer (Entertainer). |
4 |
28 |
Continued as Drifter (Wanderer). |
4 |
32 |
Gained a contact. |
4 |
32 |
Promoted to Drifter (Wanderer) rank 2. |
5 |
32 |
Voluntarily left Wanderer |
5 |
32 |
Failed to qualify for Line/Crew (Navy). |
5 |
32 |
Continued as Drifter (Wanderer). |
5 |
36 |
Attacked by enemies that Murphy Newman easily defeat. |
5 |
36 |
Gain Enemy if Murphy Newman don't already have one. |
5 |
36 |
Forced to muster out. |
6 |
36 |
Failed to qualify for Performer (Entertainer). |
6 |
36 |
Continued as Drifter (Wanderer). |
6 |
37 |
Murphy Newman run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
7 |
37 |
Became a Merchant (Free Trader). |
7 |
40 |
Gained a contact. |
7 |
41 |
Promoted to Merchant (Free Trader) rank 1. |