Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for University. |
1 |
18 |
Became a Drifter (Scavenger). |
1 |
20 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
2 |
20 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
22 |
A series of bad deals and decisions force Pat Phillips into bankruptcy. Pat Phillips salvages what Pat Phillips can. |
3 |
24 |
Continued as Merchant (Merchant Marine). |
3 |
28 |
Given advanced training in a specialist field |
3 |
28 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
4 |
28 |
Continued as Merchant (Merchant Marine). |
4 |
32 |
A good deal ensures Pat Phillips is living the high life for a few years. |
4 |
32 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
5 |
32 |
Continued as Merchant (Merchant Marine). |
5 |
34 |
Given advanced training in a specialist field |
5 |
36 |
Promoted to Merchant (Merchant Marine) rank 3 with the new title 3rd Officer. |
6 |
36 |
Continued as Merchant (Merchant Marine). |
6 |
38 |
Befriend a useful ally in one sphere. Gain an Ally. |
6 |
40 |
Promoted to Merchant (Merchant Marine) rank 4 with the new title 2nd Officer. |
7 |
40 |
Continued as Merchant (Merchant Marine). |
7 |
43 |
Make an unexpected connection outside Pat Phillips's normal circles. Gain a Contact. |
7 |
44 |
Promoted to Merchant (Merchant Marine) rank 5 with the new title 1st Officer. |
8 |
44 |
Continued as Merchant (Merchant Marine). |
8 |
47 |
Bankrupted by a rival. Gain the other trader as a Rival. |
8 |
48 |
Promoted to Merchant (Merchant Marine) rank 6 with the new title Captain. |
8 |
48 |
Forced to muster out. |
9 |
48 |
Became a Scholar (Scientist). |
9 |
52 |
Work leads to a considerable breakthrough. |
9 |
52 |
Promoted to Scholar (Scientist) rank 1. |