Term | History |
1 | Became a Merchant Marine at age 18 |
1 | Is now a Crewman |
2 | Continued as Merchant Marine at age 22 |
2 | Bankrupted by a rival. Gain the other trader as a Rival. |
3 | Became a Intelligence at age 26 |
3 | Your work ends up coming home with you, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
4 | Became a Wanderer at age 30 |
4 | Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. |
5 | Switched to Free Trader at age 34 |
5 | Make an unexpected connection outside your normal circles. Gain a Contact. |
6 | Continued as Free Trader at age 38 |
6 | A series of bad deals and decisions force you into bankruptcy. You salvage what you can. |
7 | Became a Engineer/Gunner at age 42 |
7 | Contact with Government. |
7 | Promoted to Engineer/Gunner rank 1 |
7 | Is now a Able Spacehand |
8 | Voluntarily left Engineer/Gunner |
8 | Switched to Line/Crew at age 46 |
8 | Advanced training in a specialist field |
9 | Continued as Line/Crew at age 50 |
9 | You are falsed accused for an accident that causes the death of several crew members. Gain the officer who blamed you as an Enemy. |
10 | Aging Crisis. Owe 10,000 for medical bills. |
10 | Retired at age 54 |
10 | Gained a contact. |
11 | A new romantic starts. Gain an Ally. |
12 | Aging Crisis. Owe 40,000 for medical bills. |
12 | Betrayal. Convert an Ally into a Rival or Enemy. |
13 | Aging Crisis. Owe 40,000 for medical bills. |