Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Corporate). |
1 |
20 |
Era Harper's business expands, Era Harper's corporation grows, or the colony thrives. |
1 |
22 |
Promoted to Citizen (Corporate) rank 1. |
2 |
22 |
Continued as Citizen (Corporate). |
2 |
26 |
Birth or Death involving a family member or close friend. |
2 |
26 |
Promoted to Citizen (Corporate) rank 2 with the new title Manager. |
3 |
26 |
Continued as Citizen (Corporate). |
3 |
29 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
4 |
30 |
Continued as Citizen (Corporate). |
4 |
33 |
A revolution, attack or other unusual event throws Era Harper's life into chaos, forcing Era Harper to leave the planet. |
5 |
33 |
Became a Merchant (Broker). |
5 |
34 |
A sudden war destroys Era Harper's trade routes and contacts, forcing Era Harper to flee that region of space. |
5 |
34 |
Gain rebels as Enemy |
6 |
34 |
Became a Believer (Holy Warrior) with the new title Hopeful. |
6 |
35 |
A notable academic consults with Era Harper about a publication or documentary he is working on. Gain a Contact in academia. |
6 |
38 |
Promoted to Believer (Holy Warrior) rank 1 with the new title Fighter. |
7 |
38 |
Continued as Believer (Holy Warrior). |
7 |
41 |
A notable academic consults with Era Harper about a publication or documentary he is working on. Gain a Contact in academia. |
7 |
42 |
Promoted to Believer (Holy Warrior) rank 2 with the new title Combat Leader. |
8 |
42 |
Voluntarily left Holy Warrior |
8 |
42 |
Returned to Merchant (Broker). |
8 |
44 |
Make an unexpected connection outside Era Harper's normal circles. Gain a Contact. |
9 |
46 |
Continued as Merchant (Broker). |
9 |
50 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
10 |
50 |
Continued as Merchant (Broker). |
10 |
51 |
Imperial trade restrictions force Era Harper out of business. |
11 |
51 |
Became a Scout (Explorer). |
11 |
52 |
Era Harper's scout ship is one of the first on the scene to rescue the survivors of a disaster but Era Harper fail to help. Gain an Enemy. |
11 |
52 |
Lightly injured, no permanent damage. Fully recovered. |
11 |
55 |
Forced to muster out. |
12 |
55 |
Aging Crisis. Owe 50,000 for medical bills. |
12 |
55 |
Retired at age 55. |
12 |
55 |
Retired. |
12 |
56 |
Moved to a new world. |
13 |
59 |
Aging Crisis. Owe 30,000 for medical bills. |
13 |
62 |
Betrayal. Convert an Ally into a Rival or Enemy. |
14 |
63 |
Aging Crisis. Owe 10,000 for medical bills. |
14 |
66 |
A new romantic starts. Gain an Ally. |
15 |
67 |
Aging Crisis. Owe 50,000 for medical bills. |
15 |
68 |
Moved to a new world. |
16 |
71 |
Aging Crisis. Owe 20,000 for medical bills. |
16 |
72 |
Gained a contact. |
17 |
75 |
Aging Crisis. Owe 10,000 for medical bills. |
17 |
79 |
Accused of a crime. |
18 |
79 |
Aging Crisis. Owe 30,000 for medical bills. |