Term |
Age |
History |
---|
1 |
18 |
Became a Entertainer (Performer). |
1 |
20 |
Win a prestigious prize. |
1 |
22 |
Promoted to Entertainer (Performer) rank 1. |
2 |
22 |
Continued as Entertainer (Performer). |
2 |
25 |
Gain a patron in the arts. Gain an Ally |
2 |
26 |
Promoted to Entertainer (Performer) rank 2. |
3 |
26 |
Continued as Entertainer (Performer). |
3 |
28 |
Spend time with an alien race. Gain a contact. |
4 |
30 |
Continued as Entertainer (Performer). |
4 |
33 |
Gain a patron in the arts. Gain an Ally |
4 |
34 |
Promoted to Entertainer (Performer) rank 3. |
5 |
34 |
Continued as Entertainer (Performer). |
5 |
37 |
Invited to take part in a controversial event or exhibition that improves Carlos Fleming's social standing. |
5 |
38 |
Promoted to Entertainer (Performer) rank 4. |
6 |
38 |
Continued as Entertainer (Performer). |
6 |
41 |
Carlos Fleming is betrayed by a peer. One Ally or Contact becomes a Rival or Enemy |
7 |
41 |
Failed to qualify for Pirate (Rogue). |
7 |
41 |
Submitted to the draft. |
7 |
41 |
Became a Scout (Courier). |
7 |
43 |
Carlos Fleming's scout ship is one of the first on the scene to rescue the survivors of a disaster but Carlos Fleming fail to help. Gain an Enemy. |
7 |
43 |
Severely injured. Fully recovered. Owe 10,000 for medical bills. |
8 |
45 |
Continued as Scout (Courier). |
8 |
47 |
Psychologically damaged by Carlos Fleming's time in the scouts. |
9 |
47 |
Became a Merchant (Broker). |
9 |
49 |
Make an unexpected connection outside Carlos Fleming's normal circles. Gain a Contact. |
9 |
51 |
Promoted to Merchant (Broker) rank 1. |
10 |
51 |
Continued as Merchant (Broker). |
10 |
52 |
Risk Carlos Fleming's fortune on a possibility lucrative deal and win. |
10 |
55 |
Promoted to Merchant (Broker) rank 2. |
11 |
55 |
Continued as Merchant (Broker). |
11 |
56 |
Given advanced training in a specialist field |
12 |
59 |
Continued as Merchant (Broker). |
12 |
60 |
Imperial trade restrictions force Carlos Fleming out of business. |
13 |
60 |
Failed to qualify for Scientist (Scholar). |
13 |
60 |
Became a Drifter (Wanderer). |
13 |
62 |
Carlos Fleming run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
14 |
62 |
Aging Crisis. Owe 30,000 for medical bills. |
14 |
62 |
Retired at age 62. |
14 |
62 |
Became a Believer (Holy Warrior) with the new title Hopeful. |
14 |
64 |
Carlos Fleming aid a follower back to the True Path but this angers a friend or relative. Gain an Enemy. |
15 |
64 |
Aging Crisis. Owe 30,000 for medical bills. |
15 |
64 |
Retired. |
15 |
65 |
Good fortune. |
16 |
68 |
Aging Crisis. Owe 60,000 for medical bills. |
16 |
70 |
A new romantic starts. Gain an Ally. |
17 |
72 |
Aging Crisis. Owe 40,000 for medical bills. |
17 |
74 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
18 |
76 |
Aging Crisis. Owe 20,000 for medical bills. |
18 |
80 |
Moved to a new world. |
19 |
80 |
Aging Crisis. Owe 30,000 for medical bills. |
19 |
84 |
Moved to a new world. |
20 |
84 |
Aging Crisis. Owe 50,000 for medical bills. |
20 |
88 |
Good fortune. |
21 |
88 |
Aging Crisis. Owe 20,000 for medical bills. |