Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Spacer Community. |
1 |
18 |
Became a Drifter (Wanderer). |
1 |
20 |
Betrayed by a friend. One of Sammie Martin's Contacts or Allies betrays Sammie Martin, ending Sammie Martin's career. That Contact or Ally becomes a Rival or Enemy. |
2 |
20 |
Became a Citizen (Colonist). |
2 |
23 |
Moved to a new world. |
2 |
24 |
Promoted to Citizen (Colonist) rank 1. |
3 |
24 |
Continued as Citizen (Colonist). |
3 |
28 |
Sammie Martin befriend a superior in the corporation or the colony. |
3 |
28 |
Promoted to Citizen (Colonist) rank 2 with the new title Settler. |
4 |
28 |
Continued as Citizen (Colonist). |
4 |
30 |
A revolution, attack or other unusual event throws Sammie Martin's life into chaos, forcing Sammie Martin to leave the planet. |
5 |
30 |
Became a Army (Cavalry) with the new title Private. |
5 |
33 |
Sammie Martin is tormented by or quarrel with an officer or fellow soldier. Gain that officer as a Rival. |
6 |
33 |
Failed to qualify for Merchant Academy. |
6 |
33 |
Submitted to the draft. |
6 |
33 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
6 |
37 |
Moved to a new world. |
6 |
37 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
7 |
37 |
Continued as Merchant (Merchant Marine). |
7 |
38 |
Make an unexpected connection outside Sammie Martin's normal circles. Gain a Contact. |
8 |
41 |
Continued as Merchant (Merchant Marine). |
8 |
43 |
A good deal ensures Sammie Martin is living the high life for a few years. |
9 |
45 |
Continued as Merchant (Merchant Marine). |
10 |
49 |
Aging Crisis. Owe 20,000 for medical bills. |
10 |
49 |
Retired at age 49. |
10 |
49 |
Continued as Merchant (Merchant Marine). |
10 |
50 |
Imperial trade restrictions force Sammie Martin out of business. |
11 |
50 |
Aging Crisis. Owe 30,000 for medical bills. |
11 |
50 |
Retired. |
11 |
51 |
Moved to a new world. |
12 |
54 |
Aging Crisis. Owe 50,000 for medical bills. |