Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Enforcer (Rogue). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Agent (Law Enforcement) with the new title Rookie. |
1 |
20 |
Rewarded for a successful mission. |
2 |
22 |
Continued as Agent (Law Enforcement). |
2 |
26 |
Nearly killed. Fully recovered. Owe 17,500 for medical bills. |
3 |
26 |
Became a Entertainer (Performer). |
3 |
30 |
Gain a patron in the arts. Gain an Ally |
3 |
30 |
Promoted to Entertainer (Performer) rank 1. |
4 |
30 |
Continued as Entertainer (Performer). |
4 |
32 |
An investigation, tour, project or expedition goes wrong, stranding Sammie Vear far from home. |
5 |
32 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
5 |
33 |
Sammie Vear foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
5 |
36 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
6 |
36 |
Voluntarily left Engineer/Gunner |
6 |
36 |
Became a Merchant (Free Trader). |
6 |
40 |
Make an unexpected connection outside Sammie Vear's normal circles. Gain a Contact. |
6 |
40 |
Promoted to Merchant (Free Trader) rank 1. |
7 |
40 |
Continued as Merchant (Free Trader). |
7 |
41 |
A good deal ensures Sammie Vear is living the high life for a few years. |
7 |
44 |
Promoted to Merchant (Free Trader) rank 2. |
8 |
44 |
Continued as Merchant (Free Trader). |
8 |
46 |
Imperial trade restrictions force Sammie Vear out of business. |
9 |
46 |
Became a Scholar (Physician). |
9 |
50 |
An expedition or voyage goes wrong, leaving Sammie Vear stranded in the wilderness. |
10 |
50 |
Aging Crisis. Owe 30,000 for medical bills. |
10 |
50 |
Retired at age 50. |
10 |
50 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
10 |
52 |
Sammie Vear have been following false teachings! |
11 |
52 |
Aging Crisis. Owe 20,000 for medical bills. |
11 |
52 |
Retired. |
11 |
55 |
Gained a contact. |
12 |
56 |
Aging Crisis. Owe 20,000 for medical bills. |