Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Marine Academy (Military Academy). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
21 |
Make an unexpected connection outside Armiir Damgiur's normal circles. Gain a Contact. |
2 |
22 |
Voluntarily left Merchant Marine |
2 |
22 |
Became a Army (Cavalry) with the new title Private. |
2 |
24 |
Sent to a very unpleasant region (jungle, swamp, desert, icecap, urban) to battle against guerrilla fighters and rebels. Discharged because of stress, injury or because the government wishes to bury the whole incident. |
2 |
24 |
Gain rebels as Enemy |
3 |
24 |
Became a Drifter (Barbarian). |
3 |
28 |
Armiir Damgiur do not know what happened to Armiir Damgiur. There is a gap in Armiir Damgiur's memory. |
4 |
28 |
Failed to qualify for Line/Crew (Navy). |
4 |
28 |
Continued as Drifter (Barbarian). |
4 |
29 |
Suffer from a life-threatening illness. |
5 |
29 |
Failed to qualify for Colonist (Citizen). |
5 |
29 |
Switched to Drifter (Scavenger). |
5 |
31 |
Armiir Damgiur run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
6 |
31 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
6 |
32 |
Armiir Damgiur is involved in good works in the community, gaining the respect of a large segment of
society. Gain SOC +1 and an Ally. |
7 |
35 |
Continued as Believer (Missionary/Humanitarian). |
7 |
36 |
Armiir Damgiur retreat from the mundane world for a time in the hope of a revelation, although this affects
your work and relationships. |
7 |
39 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |
8 |
39 |
Continued as Believer (Missionary/Humanitarian). |
8 |
41 |
Opponents of Armiir Damgiur's belief system ambush Armiir Damgiur. |
8 |
41 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
9 |
41 |
Returned to Drifter (Scavenger). |
9 |
42 |
Find valuable salvage. |
10 |
45 |
Continued as Drifter (Scavenger). |
10 |
46 |
Armiir Damgiur do not know what happened to Armiir Damgiur. There is a gap in Armiir Damgiur's memory. |
11 |
46 |
Failed to qualify for Merchant Marine (Merchant). |
11 |
46 |
Switched to Drifter (Wanderer). |
11 |
50 |
Attacked by enemies and injured. |
11 |
50 |
Severely injured. Fully recovered. Owe 25,000 for medical bills. |
11 |
50 |
Gain Enemy if Armiir Damgiur don't already have one. |
12 |
50 |
Continued as Drifter (Wanderer). |
12 |
53 |
Betrayed by a friend. One of Armiir Damgiur's Contacts or Allies betrays Armiir Damgiur, ending Armiir Damgiur's career. That Contact or Ally becomes a Rival or Enemy. |
13 |
53 |
Aging Crisis. Owe 30,000 for medical bills. |
13 |
53 |
Retired at age 53. |
13 |
53 |
Retired. |
13 |
57 |
Accused of a crime. |
14 |
57 |
Aging Crisis. Owe 40,000 for medical bills. |
14 |
58 |
Good fortune. |
15 |
61 |
Aging Crisis. Owe 50,000 for medical bills. |
15 |
62 |
Good fortune. |
16 |
65 |
Aging Crisis. Owe 50,000 for medical bills. |
16 |
69 |
Betrayal. Convert an Ally into a Rival or Enemy. |
17 |
69 |
Aging Crisis. Owe 60,000 for medical bills. |
17 |
73 |
Gained a contact. |
18 |
73 |
Aging Crisis. Owe 50,000 for medical bills. |
18 |
77 |
A new romantic starts. Gain an Ally. |
19 |
77 |
Aging Crisis. Owe 40,000 for medical bills. |
19 |
79 |
Moved to a new world. |
20 |
81 |
Aging Crisis. Owe 20,000 for medical bills. |
20 |
83 |
Gained a contact. |
21 |
85 |
Aging Crisis. Owe 60,000 for medical bills. |