Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Colonist (Citizen). |
1 |
18 |
Became a Drifter (Barbarian). |
1 |
19 |
Betrayed by a friend. One of Palmer Jones's Contacts or Allies betrays Palmer Jones, ending Palmer Jones's career. That Contact or Ally becomes a Rival or Enemy. |
2 |
19 |
Failed to qualify for Colonist (Citizen). |
2 |
19 |
Switched to Drifter (Wanderer). |
2 |
22 |
Palmer Jones run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
3 |
22 |
Became a Merchant (Free Trader). |
3 |
24 |
A new romantic starts. Gain an Ally. |
3 |
26 |
Promoted to Merchant (Free Trader) rank 1. |
4 |
26 |
Continued as Merchant (Free Trader). |
4 |
29 |
A good deal ensures Palmer Jones is living the high life for a few years. |
5 |
30 |
Continued as Merchant (Free Trader). |
5 |
31 |
A series of bad deals and decisions force Palmer Jones into bankruptcy. Palmer Jones salvages what Palmer Jones can. |
6 |
31 |
Failed to qualify for Performer (Entertainer). |
6 |
31 |
Returned to Drifter (Barbarian). |
6 |
33 |
Palmer Jones do not know what happened to Palmer Jones. There is a gap in Palmer Jones's memory. |
7 |
33 |
Became a Shaper Priest (Ecclesiastic) with the new title Novice. |
7 |
35 |
Palmer Jones retreat from the mundane world for a time in the hope of a revelation, although this affects Palmer Jones's work and relationships. |
8 |
37 |
Continued as Shaper Priest (Ecclesiastic). |
8 |
41 |
Palmer Jones retreat from the mundane world for a time in the hope of a revelation, although this affects Palmer Jones's work and relationships. |
8 |
41 |
Forced to muster out. |
9 |
41 |
Returned to Drifter (Barbarian). |
9 |
44 |
Survived a risky adventure but gained nothing. |
10 |
45 |
Aging Crisis. Owe 30,000 for medical bills. |
10 |
45 |
Retired at age 45. |
10 |
45 |
Continued as Drifter (Barbarian). |
10 |
48 |
Betrayed by a friend. One of Palmer Jones's Contacts or Allies betrays Palmer Jones, ending Palmer Jones's career. That Contact or Ally becomes a Rival or Enemy. |
11 |
48 |
Aging Crisis. Owe 30,000 for medical bills. |
11 |
48 |
Became a Prisoner (Fixer). |
11 |
49 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
12 |
52 |
Aging Crisis. Owe 10,000 for medical bills. |
12 |
52 |
Switched to Prisoner (Thug) with previous rank. |
12 |
53 |
Persecuted by a prison gang. |
13 |
56 |
Aging Crisis. Owe 40,000 for medical bills. |
13 |
56 |
Continued as Prisoner (Thug). |
13 |
58 |
Defeated a prison gang. Gain an Enemy. |
14 |
60 |
Aging Crisis. Owe 20,000 for medical bills. |
14 |
60 |
Returned to Prisoner (Fixer). |
14 |
61 |
Nearly killed. Owe 35,000 for medical bills. |
15 |
64 |
Aging Crisis. Owe 20,000 for medical bills. |
15 |
64 |
Continued as Prisoner (Fixer). |
15 |
68 |
Nearly killed. Fully recovered. Owe 35,000 for medical bills. |
16 |
68 |
Aging Crisis. Owe 20,000 for medical bills. |
16 |
68 |
Continued as Prisoner (Fixer). |
16 |
72 |
A guard takes a dislike to Palmer Jones. |
17 |
72 |
Aging Crisis. Owe 20,000 for medical bills. |
17 |
72 |
Continued as Prisoner (Fixer). |
17 |
73 |
Disgraced. Word of Palmer Jones's criminal past reaches Palmer Jones's homeworld. |
18 |
76 |
Aging Crisis. Owe 10,000 for medical bills. |