Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
19 |
Given advanced training in a specialist field |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
24 |
Risk Artie May's fortune on a possibility lucrative deal and win. |
2 |
26 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
3 |
26 |
Voluntarily left Merchant Marine |
3 |
26 |
Failed to qualify for Explorer (Scout). |
3 |
26 |
Submitted to the draft. |
3 |
26 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
3 |
29 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
4 |
29 |
Entered Merchant Academy with the Shipboard curriculum. |
4 |
30 |
Study Heavy Weapons (Man Portable) as a hobby. |
4 |
33 |
Graduated. |
5 |
33 |
Returned to Merchant (Merchant Marine). |
5 |
35 |
Befriend a useful ally in one sphere. Gain an Ally. |
5 |
37 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
6 |
37 |
Continued as Merchant (Merchant Marine). |
6 |
41 |
Make an unexpected connection outside Artie May's normal circles. Gain a Contact. |
6 |
41 |
Promoted to Merchant (Merchant Marine) rank 3 with the new title 3rd Officer. |
7 |
41 |
Continued as Merchant (Merchant Marine). |
7 |
42 |
Make an unexpected connection outside Artie May's normal circles. Gain a Contact. |
7 |
45 |
Promoted to Merchant (Merchant Marine) rank 4 with the new title 2nd Officer. |
8 |
45 |
Continued as Merchant (Merchant Marine). |
8 |
47 |
A series of bad deals and decisions force Artie May into bankruptcy. Artie May salvages what Artie May can. |
8 |
49 |
Promoted to Merchant (Merchant Marine) rank 5 with the new title 1st Officer. |
9 |
49 |
Continued as Merchant (Merchant Marine). |
9 |
52 |
Bankrupted by a rival. Gain the other trader as a Rival. |
9 |
53 |
Promoted to Merchant (Merchant Marine) rank 6 with the new title Captain. |
10 |
53 |
Continued as Merchant (Merchant Marine). |
10 |
54 |
Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
10 |
57 |
Forced to muster out. |
11 |
57 |
Failed to qualify for Courier (Scout). |
11 |
57 |
Became a Drifter (Scavenger). |
11 |
61 |
Betrayed by a friend. One of Artie May's Contacts or Allies betrays Artie May, ending Artie May's career. That Contact or Ally becomes a Rival or Enemy. |
12 |
61 |
Aging Crisis. Owe 40,000 for medical bills. |
12 |
61 |
Retired at age 61. |
12 |
61 |
Became a Believer (Mainstream Believer) with the new title Lay Person. |
12 |
62 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
13 |
65 |
Aging Crisis. Owe 20,000 for medical bills. |
13 |
65 |
Continued as Believer (Mainstream Believer). |
13 |
66 |
Victim of a crime |
13 |
69 |
Promoted to Believer (Mainstream Believer) rank 1 with the new title Initiate. |
14 |
69 |
Aging Crisis. Owe 30,000 for medical bills. |
14 |
69 |
Continued as Believer (Mainstream Believer). |
14 |
70 |
Artie May is involved in good works in the community, gaining the respect of a large segment of
society. Gain SOC +1 and an Ally. |
15 |
73 |
Aging Crisis. Owe 40,000 for medical bills. |
15 |
73 |
Voluntarily left Mainstream Believer |
15 |
73 |
Retired. |
15 |
77 |
Birth or Death involving a family member or close friend. |
16 |
77 |
Aging Crisis. Owe 20,000 for medical bills. |
16 |
80 |
A new romantic starts. Gain an Ally. |
17 |
81 |
Aging Crisis. Owe 20,000 for medical bills. |
17 |
84 |
Moved to a new world. |
18 |
85 |
Aging Crisis. Owe 30,000 for medical bills. |
18 |
89 |
Good fortune. |
19 |
89 |
Aging Crisis. Owe 30,000 for medical bills. |