Term |
Age |
History |
---|
1 |
18 |
Became a Rogue (Enforcer). |
1 |
21 |
Involved in the planning of an impressive heist. |
1 |
22 |
Promoted to Rogue (Enforcer) rank 1. |
2 |
22 |
Continued as Rogue (Enforcer). |
2 |
26 |
Involved in the planning of an impressive heist. |
2 |
26 |
Promoted to Rogue (Enforcer) rank 2. |
3 |
26 |
Voluntarily left Enforcer |
3 |
26 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
3 |
28 |
Commanding officer takes an interest in Newt Murphy's career. |
3 |
30 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
4 |
30 |
Attempted to change assignments. |
4 |
30 |
Failed to qualify for Line/Crew (Navy). |
4 |
30 |
Continued as Navy (Engineer/Gunner). |
4 |
31 |
Encounter a Psionic institute. |
4 |
31 |
Tested for psionic powers |
5 |
34 |
Became a Psion (Psi-Warrrior) with the new title Psi-Soldier. |
5 |
35 |
Psionic abilities make Newt Murphy uncomfortable to be around. One contact or ally becomes a rival. |
5 |
38 |
Promoted to Psion (Psi-Warrrior) rank 1. |
6 |
38 |
Continued as Psion (Psi-Warrrior). |
6 |
42 |
Psionic strength increases. |
6 |
42 |
Promoted to Psion (Psi-Warrrior) rank 2 with the new title Knight. |
7 |
42 |
Continued as Psion (Psi-Warrrior). |
7 |
43 |
Gift causes a former ally to turn on Newt Murphy and betray Newt Murphy. One Ally or Contact becomes an Enemy. |
8 |
43 |
Failed to qualify for Artist (Entertainer). |
8 |
43 |
Became a Drifter (Barbarian). |
9 |
47 |
Continued as Drifter (Barbarian). |
9 |
51 |
Newt Murphy run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
10 |
51 |
Failed to qualify for Free Trader (Merchant). |
10 |
51 |
Submitted to the draft. |
10 |
51 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
10 |
55 |
Newt Murphy's business or ship thrives. |
10 |
55 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
11 |
55 |
Continued as Merchant (Merchant Marine). |
11 |
58 |
Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
11 |
59 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
12 |
59 |
Continued as Merchant (Merchant Marine). |
13 |
63 |
Continued as Merchant (Merchant Marine). |
13 |
66 |
Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
13 |
67 |
Promoted to Merchant (Merchant Marine) rank 3 with the new title 3rd Officer. |
14 |
67 |
Continued as Merchant (Merchant Marine). |
14 |
71 |
Risk Newt Murphy's fortune on a possibility lucrative deal and win. |
14 |
71 |
Promoted to Merchant (Merchant Marine) rank 4 with the new title 2nd Officer. |
15 |
71 |
Aging Crisis. Owe 30,000 for medical bills. |
15 |
71 |
Retired at age 71. |
15 |
71 |
Continued as Merchant (Merchant Marine). |
15 |
75 |
Promoted to Merchant (Merchant Marine) rank 5 with the new title 1st Officer. |
16 |
75 |
Aging Crisis. Owe 10,000 for medical bills. |
16 |
75 |
Continued as Merchant (Merchant Marine). |
16 |
79 |
Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
16 |
79 |
Promoted to Merchant (Merchant Marine) rank 6 with the new title Captain. |
17 |
79 |
Aging Crisis. Owe 20,000 for medical bills. |
17 |
79 |
Continued as Merchant (Merchant Marine). |
17 |
80 |
A sudden war destroys Newt Murphy's trade routes and contacts, forcing Newt Murphy to flee that region of space. |
17 |
80 |
Gain rebels as Enemy |
18 |
80 |
Aging Crisis. Owe 60,000 for medical bills. |