Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
20 |
Make an unexpected connection outside Murry Ford's normal circles. Gain a Contact. |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
23 |
Befriend a useful ally in one sphere. Gain an Ally. |
2 |
26 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
29 |
Given advanced training in a specialist field |
3 |
30 |
Forced to muster out. |
4 |
30 |
Became a Scout (Courier). |
4 |
32 |
Murry Ford's ship is damaged, and Murry Ford have to hitch-hike Murry Ford's way back across the stars to the nearest scout base. |
4 |
32 |
Gain 1 Contacts. Gain 1 Enemies. |
5 |
32 |
Became a Citizen (Colonist). |
5 |
35 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
6 |
35 |
Became a Drifter (Wanderer). |
7 |
39 |
Continued as Drifter (Wanderer). |
7 |
42 |
Murry Ford do not know what happened to Murry Ford. There is a gap in Murry Ford's memory. |
8 |
42 |
Failed to qualify for Journalist (Entertainer). |
8 |
42 |
Continued as Drifter (Wanderer). |
8 |
44 |
Betrayed by a friend. One of Murry Ford's Contacts or Allies betrays Murry Ford, ending Murry Ford's career. That Contact or Ally becomes a Rival or Enemy. |
9 |
44 |
Aging Crisis. Owe 50,000 for medical bills. |
9 |
44 |
Retired at age 44. |