Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Army Academy (Military Academy). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
19 |
Risk Abner Hand's fortune on a possibility lucrative deal and win. |
1 |
22 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
2 |
22 |
Continued as Merchant (Merchant Marine). |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
27 |
Given advanced training in a specialist field |
3 |
30 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
4 |
30 |
Voluntarily left Merchant Marine |
4 |
30 |
Became a Citizen (Colonist). |
4 |
34 |
Abner Hand's business expands, Abner Hand's corporation grows, or the colony thrives. |
4 |
34 |
Promoted to Citizen (Colonist) rank 1. |
5 |
34 |
Continued as Citizen (Colonist). |
5 |
37 |
Spent time maintaining and using heavy vehicles. |
5 |
38 |
Promoted to Citizen (Colonist) rank 2 with the new title Settler. |
6 |
38 |
Continued as Citizen (Colonist). |
6 |
42 |
Advanced training in a specialist field. |
6 |
42 |
Promoted to Citizen (Colonist) rank 3. |
7 |
42 |
Continued as Citizen (Colonist). |
7 |
45 |
A revolution, attack or other unusual event throws Abner Hand's life into chaos, forcing Abner Hand to leave the planet. |
8 |
45 |
Returned to Merchant (Merchant Marine). |
8 |
49 |
Promoted to Merchant (Merchant Marine) rank 3 with the new title 3rd Officer. |
9 |
49 |
Continued as Merchant (Merchant Marine). |
9 |
50 |
A sudden war destroys Abner Hand's trade routes and contacts, forcing Abner Hand to flee that region of space. |
9 |
50 |
Gain rebels as Enemy |
10 |
50 |
Became a Army (Cavalry) with the new title Private. |
10 |
52 |
Abner Hand is tormented by or quarrel with an officer or fellow soldier. Gain that officer as a Rival. |
11 |
52 |
Became a Scholar (Physician). |
11 |
53 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
12 |
56 |
Continued as Scholar (Physician). |
12 |
59 |
An expedition or voyage goes wrong, leaving Abner Hand stranded in the wilderness. |
13 |
59 |
Switched to Merchant (Free Trader). |
13 |
60 |
Given advanced training in a specialist field |
13 |
63 |
Promoted to Merchant (Free Trader) rank 1. |
14 |
63 |
Continued as Merchant (Free Trader). |
14 |
64 |
A series of bad deals and decisions force Abner Hand into bankruptcy. Abner Hand salvages what Abner Hand can. |
15 |
64 |
Aging Crisis. Owe 50,000 for medical bills. |
15 |
64 |
Retired at age 64. |
15 |
64 |
Became a Believer (Mainstream Believer) with the new title Lay Person. |
15 |
67 |
Abner Hand refuse to secretly provide religious rites for a dying leader or noble, because they do not share Abner Hand's faith. |
16 |
68 |
Aging Crisis. Owe 40,000 for medical bills. |
16 |
68 |
Continued as Believer (Mainstream Believer). |
16 |
70 |
A notable academic consults with Abner Hand about a publication or documentary he is working on. Gain a Contact in academia. |
16 |
72 |
Promoted to Believer (Mainstream Believer) rank 1 with the new title Initiate. |
17 |
72 |
Aging Crisis. Owe 10,000 for medical bills. |
17 |
72 |
Voluntarily left Mainstream Believer |
17 |
72 |
Retired. |
17 |
76 |
Nearly killed. Owe 40,000 for medical bills. |
18 |
76 |
Aging Crisis. Owe 50,000 for medical bills. |
18 |
79 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
19 |
80 |
Aging Crisis. Owe 30,000 for medical bills. |
19 |
83 |
A new romantic starts. Gain an Ally. |
20 |
84 |
Aging Crisis. Owe 20,000 for medical bills. |
20 |
87 |
Birth or Death involving a family member or close friend. |
21 |
88 |
Aging Crisis. Owe 10,000 for medical bills. |