Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Merchant Academy. |
1 |
18 |
Became a Drifter (Scavenger). |
1 |
20 |
Amnesia. |
1 |
22 |
Promoted to Drifter (Scavenger) rank 1. |
2 |
22 |
Continued as Drifter (Scavenger). |
2 |
25 |
Severely injured. Fully recovered. Owe 5,000 for medical bills. |
3 |
25 |
Became a Citizen (Colonist). |
3 |
26 |
Lost eye or limb. Fully recovered. Owe 2,500 for medical bills. |
4 |
26 |
Became a Merchant (Free Trader). |
4 |
30 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
4 |
30 |
Promoted to Merchant (Free Trader) rank 1. |
5 |
30 |
Continued as Merchant (Free Trader). |
5 |
31 |
Make an unexpected connection outside Hulda Pabst's normal circles. Gain a Contact. |
5 |
34 |
Promoted to Merchant (Free Trader) rank 2. |
6 |
34 |
Continued as Merchant (Free Trader). |
6 |
38 |
A sudden war destroys Hulda Pabst's trade routes and contacts, forcing Hulda Pabst to flee that region of space. |
6 |
38 |
Gain rebels as Enemy |