Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Wanderer). |
1 |
20 |
Claribel Philpot run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
2 |
20 |
Became a Scout (Courier). |
2 |
21 |
Claribel Philpot have no idea what happened to Claribel Philpot – they found Claribel Philpot's ship drifting on the fringes of friendly space. |
3 |
21 |
Failed to qualify for Broker (Merchant). |
3 |
21 |
Switched to Drifter (Barbarian). |
3 |
25 |
Betrayed by a friend. One of Claribel Philpot's Contacts or Allies betrays Claribel Philpot, ending Claribel Philpot's career. That Contact or Ally becomes a Rival or Enemy. |
4 |
25 |
Failed to qualify for Worker (Citizen). |
4 |
25 |
Submitted to the draft. |
4 |
25 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
29 |
A good deal ensures Claribel Philpot is living the high life for a few years. |
5 |
29 |
Continued as Merchant (Merchant Marine). |
5 |
32 |
Victim of a crime |
6 |
33 |
Continued as Merchant (Merchant Marine). |
6 |
36 |
Make an unexpected connection outside Claribel Philpot's normal circles. Gain a Contact. |
6 |
37 |
Forced to muster out. |