Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Naval Academy (Military Academy). |
1 |
18 |
Became a Drifter (Scavenger). |
1 |
20 |
Drafted into Surveyor |
2 |
22 |
Became a Scout (Surveyor). |
2 |
26 |
Harper Chapman's scout ship is one of the first on the scene to rescue the survivors of a disaster but Harper Chapman fail to help. Gain an Enemy. |
2 |
26 |
Harper Chapman's ship is damaged, and Harper Chapman have to hitch-hike Harper Chapman's way back across the stars to the nearest scout base. |
2 |
26 |
Gain 6 Contacts. Gain 3 Enemies. |
2 |
26 |
Promoted to Scout (Surveyor) rank 1 with the new title Scout. |
3 |
26 |
Continued as Scout (Surveyor). |
3 |
28 |
Severely injured. Fully recovered. Owe 20,000 for medical bills. |
4 |
28 |
Failed to qualify for Ground Assault (Marine). |
4 |
28 |
Submitted to the draft. |
4 |
28 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
30 |
A series of bad deals and decisions force Harper Chapman into bankruptcy. Harper Chapman salvages what Harper Chapman can. |
5 |
30 |
Failed to qualify for Journalist (Entertainer). |
5 |
30 |
Switched to Drifter (Wanderer). |
5 |
31 |
Betrayed by a friend. One of Harper Chapman's Contacts or Allies betrays Harper Chapman, ending Harper Chapman's career. That Contact or Ally becomes a Rival or Enemy. |
6 |
31 |
Became a Citizen (Corporate). |
6 |
33 |
Harper Chapman's business expands, Harper Chapman's corporation grows, or the colony thrives. |
6 |
35 |
Promoted to Citizen (Corporate) rank 1. |