Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Colonist). |
1 |
20 |
Co-operate with investigation by the planetary authorities. The business or colony is shut down. |
2 |
20 |
Became a Drifter (Scavenger). |
2 |
21 |
Attacked by enemies and injured. |
2 |
21 |
Injured. Fully recovered. Owe 5,000 for medical bills. |
2 |
21 |
Gain Enemy if Meyer Weakman don't already have one. |
2 |
24 |
Promoted to Drifter (Scavenger) rank 1. |
3 |
24 |
Continued as Drifter (Scavenger). |
3 |
28 |
Attempted a risky adventure and was wildly successful. |
4 |
28 |
Continued as Drifter (Scavenger). |
4 |
32 |
Promoted to Drifter (Scavenger) rank 2. |
5 |
32 |
Continued as Drifter (Scavenger). |
5 |
36 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
6 |
36 |
Continued as Drifter (Scavenger). |
6 |
40 |
Promoted to Drifter (Scavenger) rank 3. |
7 |
40 |
Continued as Drifter (Scavenger). |
7 |
42 |
Scarred. Fully recovered. Owe 5,000 for medical bills. |
8 |
42 |
Became a Noble (Administrator) with the new title Assistant. |
8 |
45 |
Meyer Weakman reign is acclaimed by all as being fair and wise – or in the case of a dilettante, Meyer Weakman sponge off Meyer Weakman's family’s wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. |
8 |
46 |
Promoted to Noble (Administrator) rank 1 with the new title Clerk. |
9 |
46 |
Continued as Noble (Administrator). |
9 |
47 |
Meyer Weakman make an alliance with a powerful and charismatic noble, who becomes an Ally. |
9 |
50 |
Promoted to Noble (Administrator) rank 2 with the new title Supervisor. |
10 |
50 |
Attempted to change assignments. |
10 |
50 |
Switched to Noble (Dilettante) with the new title Ingrate and previous rank. |
10 |
53 |
Meyer Weakman manipulate and charm Meyer Weakman's way through high society. Gain a Rival and an Ally. |
11 |
54 |
Voluntarily left Dilettante |
11 |
54 |
Failed to qualify for Explorer (Scout). |
11 |
54 |
Submitted to the draft. |
11 |
54 |
Became a Agent (Law Enforcement) with the new title Rookie. |
11 |
57 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
12 |
57 |
Aging Crisis. Owe 10,000 for medical bills. |
12 |
57 |
Retired at age 57. |
12 |
57 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
12 |
58 |
Meyer Weakman is caught in the periphery of a scandal. |
12 |
58 |
Demoted to Believer (Missionary/Humanitarian) rank -1. |
13 |
61 |
Aging Crisis. Owe 20,000 for medical bills. |
13 |
61 |
Continued as Believer (Missionary/Humanitarian). |
13 |
65 |
Meyer Weakman faith enjoys an explosion of popularity largely thanks to Meyer Weakman's efforts. |
13 |
65 |
Promoted to Believer (Missionary/Humanitarian) rank 0. |
13 |
65 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |
14 |
65 |
Aging Crisis. Owe 20,000 for medical bills. |
14 |
65 |
Continued as Believer (Missionary/Humanitarian). |
14 |
69 |
Meyer Weakman secretly provide religious rites for a dying leader or noble, although they do not share Meyer Weakman's faith. Gain an Ally in the family and a Rival who disagrees with Meyer Weakman's choice. |
14 |
69 |
Promoted to Believer (Missionary/Humanitarian) rank 2 with the new title Team Leader. |
15 |
69 |
Aging Crisis. Owe 10,000 for medical bills. |
15 |
69 |
Voluntarily left Missionary/Humanitarian |
15 |
69 |
Retired. |
15 |
73 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
16 |
73 |
Aging Crisis. Owe 40,000 for medical bills. |