Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
24 |
Given advanced training in a specialist field |
2 |
26 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
29 |
Risk Wilmer Palmer's fortune on a possibility lucrative deal and win. |
3 |
30 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
4 |
30 |
Continued as Merchant (Merchant Marine). |
4 |
31 |
Make an unexpected connection outside Wilmer Palmer's normal circles. Gain a Contact. |
4 |
34 |
Forced to muster out. |
5 |
34 |
Became a Rogue (Thief). |
5 |
35 |
A job goes wrong, forcing Wilmer Palmer to flee off-planet. |
6 |
35 |
Became a Believer (Mainstream Believer) with the new title Lay Person. |
6 |
38 |
Wilmer Palmer retreat from the mundane world for a time in the hope of a revelation, although this affects
your work and relationships. |
7 |
39 |
Aging Crisis. Owe 10,000 for medical bills. |
7 |
39 |
Retired at age 39. |
7 |
39 |
Continued as Believer (Mainstream Believer). |
7 |
41 |
Wilmer Palmer come into conflict with a splinter group Wilmer Palmer's own religion which maintains Wilmer Palmer's version is the wrong one. Gain 1 Rivals. |
8 |
41 |
Retired. |
8 |
42 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
9 |
48 |
Betrayal. Convert an Ally into a Rival or Enemy. |
10 |
51 |
A new romantic starts. Gain an Ally. |
11 |
53 |
Aging Crisis. Owe 60,000 for medical bills. |
11 |
55 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
12 |
57 |
Aging Crisis. Owe 10,000 for medical bills. |