Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
1 |
21 |
Advanced training in a specialist field. |
1 |
22 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
2 |
22 |
Attempted to change assignments. |
2 |
22 |
Switched to Navy (Flight) with previous rank. |
2 |
26 |
Advanced training in a specialist field. |
2 |
26 |
Promoted to Navy (Flight) rank 2 with the new title Petty Officer, 3rd class. |
3 |
26 |
Continued as Navy (Flight). |
3 |
30 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
4 |
30 |
Became a Scholar (Scientist). |
4 |
33 |
Work for an eccentric but brilliant mentor, who becomes an Ally. |
4 |
34 |
Promoted to Scholar (Scientist) rank 1. |
5 |
34 |
Continued as Scholar (Scientist). |
5 |
37 |
Make a breakthrough in Sterling Day's field. |
5 |
38 |
Promoted to Scholar (Scientist) rank 2. |
6 |
38 |
Voluntarily left Scientist |
6 |
38 |
Failed to qualify for Pirate (Rogue). |
6 |
38 |
Became a Drifter (Scavenger). |
6 |
39 |
Sterling Day run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
7 |
39 |
Became a Merchant (Broker). |
7 |
43 |
Promoted to Merchant (Broker) rank 1. |
8 |
43 |
Continued as Merchant (Broker). |
8 |
45 |
Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
8 |
47 |
Promoted to Merchant (Broker) rank 2. |
9 |
47 |
Continued as Merchant (Broker). |
9 |
49 |
Good fortune |
9 |
51 |
Promoted to Merchant (Broker) rank 3 with the new title Experienced Broker. |
10 |
51 |
Aging Crisis. Owe 10,000 for medical bills. |
10 |
51 |
Retired at age 51. |
10 |
51 |
Continued as Merchant (Broker). |
10 |
55 |
Befriend a useful ally in one sphere. Gain an Ally. |
10 |
55 |
Promoted to Merchant (Broker) rank 4. |
11 |
55 |
Aging Crisis. Owe 60,000 for medical bills. |
11 |
55 |
Continued as Merchant (Broker). |
11 |
56 |
Risk Sterling Day's fortune on a possibility lucrative deal and win. |
11 |
59 |
Promoted to Merchant (Broker) rank 5. |
12 |
59 |
Aging Crisis. Owe 30,000 for medical bills. |
12 |
59 |
Continued as Merchant (Broker). |
12 |
62 |
Risk Sterling Day's fortune on a possibility lucrative deal and win. |
12 |
63 |
Forced to muster out. |
13 |
63 |
Aging Crisis. Owe 20,000 for medical bills. |
13 |
63 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
13 |
64 |
Sterling Day secretly provide religious rites for a dying leader or noble, although they do not share Sterling Day's faith. Gain an Ally in the family and a Rival who disagrees with Sterling Day's choice. |
14 |
67 |
Aging Crisis. Owe 30,000 for medical bills. |
14 |
67 |
Continued as Believer (Missionary/Humanitarian). |
14 |
71 |
Sterling Day aid a follower back to the True Path but this angers a friend or relative. Gain an Enemy. |
15 |
71 |
Aging Crisis. Owe 40,000 for medical bills. |