Term |
Age |
History |
---|
1 |
18 |
Entered University. |
1 |
21 |
Spent the college years partying. |
1 |
22 |
Graduated with honors. |
2 |
22 |
Became a Merchant (Free Trader). |
2 |
25 |
Embroiled in legal trouble. |
2 |
26 |
Promoted to Merchant (Free Trader) rank 1. |
3 |
26 |
Continued as Merchant (Free Trader). |
3 |
29 |
A good deal ensures Delmar Foster is living the high life for a few years. |
3 |
30 |
Promoted to Merchant (Free Trader) rank 2. |
4 |
30 |
Continued as Merchant (Free Trader). |
4 |
31 |
A sudden war destroys Delmar Foster's trade routes and contacts, forcing Delmar Foster to flee that region of space. |
4 |
31 |
Gain rebels as Enemy |
5 |
31 |
Became a Citizen (Colonist). |
5 |
32 |
Delmar Foster learn something Delmar Foster should not have – a corporate secret, a political scandal – which Delmar Foster can profit from illegally. |
5 |
35 |
Promoted to Citizen (Colonist) rank 1. |
6 |
35 |
Continued as Citizen (Colonist). |
6 |
37 |
Delmar Foster is rewarded for Delmar Foster's diligence or cunning. |
6 |
39 |
Promoted to Citizen (Colonist) rank 2 with the new title Settler. |
7 |
39 |
Continued as Citizen (Colonist). |
7 |
43 |
Co-operate with investigation by the planetary authorities. The business or colony is shut down. |
8 |
43 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
8 |
47 |
Advanced training in a specialist field. |
8 |
47 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
9 |
47 |
Attempted to change assignments. |
9 |
47 |
Switched to Navy (Line/Crew) with previous rank. |
9 |
51 |
Vessel participates in a notable military engagement. |
9 |
51 |
Promoted to Navy (Line/Crew) rank 2 with the new title Petty Officer, 3rd class. |
10 |
51 |
Voluntarily left Line/Crew |
10 |
51 |
Became a Drifter (Wanderer). |
10 |
54 |
Delmar Foster run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
11 |
54 |
Aging Crisis. Owe 20,000 for medical bills. |
11 |
54 |
Retired at age 54. |
11 |
54 |
Retired. |
11 |
55 |
Betrayal. Convert an Ally into a Rival or Enemy. |
12 |
58 |
Aging Crisis. Owe 20,000 for medical bills. |
12 |
60 |
Severely injured. Fully recovered. Owe 10,000 for medical bills. |
13 |
62 |
Aging Crisis. Owe 10,000 for medical bills. |
13 |
63 |
A new romantic starts. Gain an Ally. |
14 |
66 |
Aging Crisis. Owe 50,000 for medical bills. |
14 |
67 |
A new romantic starts. Gain an Ally. |
15 |
70 |
Aging Crisis. Owe 60,000 for medical bills. |
15 |
72 |
Betrayal. Convert an Ally into a Rival or Enemy. |
16 |
74 |
Aging Crisis. Owe 20,000 for medical bills. |
16 |
75 |
A new romantic starts. Gain an Ally. |
17 |
78 |
Aging Crisis. Owe 30,000 for medical bills. |
17 |
79 |
Gained a contact. |
18 |
82 |
Aging Crisis. Owe 30,000 for medical bills. |
18 |
84 |
Gained a contact. |
19 |
86 |
Aging Crisis. Owe 60,000 for medical bills. |
19 |
90 |
Gained a contact. |
20 |
90 |
Aging Crisis. Owe 10,000 for medical bills. |
20 |
91 |
Betrayal. Convert an Ally into a Rival or Enemy. |
21 |
94 |
Aging Crisis. Owe 50,000 for medical bills. |