Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Wanderer). |
1 |
21 |
Betrayed by a friend. One of Furman Richards's Contacts or Allies betrays Furman Richards, ending Furman Richards's career. That Contact or Ally becomes a Rival or Enemy. |
2 |
21 |
Became a Scout (Surveyor). |
2 |
23 |
Furman Richards's scout ship is one of the first on the scene to rescue the survivors of a disaster but Furman Richards fail to help. Gain an Enemy. |
2 |
23 |
Psychologically damaged by Furman Richards's time in the scouts. |
3 |
25 |
Continued as Scout (Surveyor). |
3 |
28 |
Spend several years jumping from world to world in Furman Richards's scout ship. |
3 |
29 |
Promoted to Scout (Surveyor) rank 1 with the new title Scout. |
4 |
29 |
Continued as Scout (Surveyor). |
4 |
32 |
Psychologically damaged by Furman Richards's time in the scouts. |
5 |
32 |
Became a Entertainer (Artist). |
5 |
35 |
Gain a patron in the arts. Gain an Ally |
5 |
36 |
Promoted to Entertainer (Artist) rank 1. |
6 |
36 |
Continued as Entertainer (Artist). |
6 |
40 |
Gain a patron in the arts. Gain an Ally |
6 |
40 |
Promoted to Entertainer (Artist) rank 2. |
7 |
40 |
Voluntarily left Artist |
7 |
40 |
Failed to qualify for Free Trader (Merchant). |
7 |
40 |
Switched to Drifter (Barbarian). |
7 |
44 |
Betrayed by a friend. One of Furman Richards's Contacts or Allies betrays Furman Richards, ending Furman Richards's career. That Contact or Ally becomes a Rival or Enemy. |
8 |
44 |
Failed to qualify for Free Trader (Merchant). |
8 |
44 |
Switched to Drifter (Scavenger). |
8 |
45 |
Nearly killed. Owe 10,000 for medical bills. |
9 |
45 |
Entered Merchant Academy with the Shipboard curriculum. |
9 |
49 |
Become leader in social movement. |
9 |
49 |
Gain an Ally and an Enemy. |
9 |
49 |
Graduated with honors. |
10 |
49 |
Aging Crisis. Owe 30,000 for medical bills. |
10 |
49 |
Retired at age 49. |
10 |
49 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
10 |
49 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
10 |
49 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
10 |
52 |
Given advanced training in a specialist field |
11 |
53 |
Aging Crisis. Owe 50,000 for medical bills. |
11 |
53 |
Continued as Merchant (Merchant Marine). |
11 |
54 |
Moved to a new world. |
11 |
57 |
Promoted to Merchant (Merchant Marine) rank 3 with the new title 3rd Officer. |
12 |
57 |
Aging Crisis. Owe 60,000 for medical bills. |
12 |
57 |
Continued as Merchant (Merchant Marine). |
12 |
59 |
Make an unexpected connection outside Furman Richards's normal circles. Gain a Contact. |
12 |
61 |
Promoted to Merchant (Merchant Marine) rank 4 with the new title 2nd Officer. |
13 |
61 |
Aging Crisis. Owe 10,000 for medical bills. |
13 |
61 |
Continued as Merchant (Merchant Marine). |
13 |
65 |
Embroiled in legal trouble. |
13 |
65 |
Promoted to Merchant (Merchant Marine) rank 5 with the new title 1st Officer. |
14 |
65 |
Aging Crisis. Owe 50,000 for medical bills. |
14 |
65 |
Continued as Merchant (Merchant Marine). |
14 |
69 |
Make an unexpected connection outside Furman Richards's normal circles. Gain a Contact. |
14 |
69 |
Promoted to Merchant (Merchant Marine) rank 6 with the new title Captain. |
15 |
69 |
Aging Crisis. Owe 50,000 for medical bills. |