Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Infantry (Army). |
1 |
18 |
Became a Drifter (Wanderer). |
1 |
22 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
2 |
22 |
Became a Entertainer (Artist). |
2 |
23 |
An investigation, tour, project or expedition goes wrong, stranding Ernie Atkins far from home. |
3 |
23 |
Became a Merchant (Free Trader). |
3 |
27 |
A sudden war destroys Ernie Atkins's trade routes and contacts, forcing Ernie Atkins to flee that region of space. |
3 |
27 |
Gain rebels as Enemy |
4 |
27 |
Switched to Drifter (Barbarian). |
4 |
28 |
Attacked by enemies that Ernie Atkins easily defeat. |
4 |
28 |
Gain Enemy if Ernie Atkins don't already have one. |
5 |
31 |
Continued as Drifter (Barbarian). |
5 |
35 |
Attacked by enemies and injured. |
5 |
35 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
5 |
35 |
Gain Enemy if Ernie Atkins don't already have one. |
6 |
35 |
Continued as Drifter (Barbarian). |
6 |
36 |
Ernie Atkins run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
7 |
36 |
Switched to Merchant (Merchant Marine) with the new title Crewman. |
7 |
40 |
Make an unexpected connection outside Ernie Atkins's normal circles. Gain a Contact. |
7 |
40 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |