Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Merchant Academy. |
1 |
18 |
Became a Drifter (Wanderer). |
1 |
22 |
Attacked by enemies and injured. |
1 |
22 |
Injured. Fully recovered. Owe 5,000 for medical bills. |
1 |
22 |
Gain Enemy if Hallie Clubb don't already have one. |
1 |
22 |
Promoted to Drifter (Wanderer) rank 1. |
2 |
22 |
Continued as Drifter (Wanderer). |
2 |
23 |
Find Ancient Technology. |
2 |
26 |
Promoted to Drifter (Wanderer) rank 2. |
3 |
26 |
Continued as Drifter (Wanderer). |
3 |
28 |
Hallie Clubb run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
4 |
28 |
Failed to qualify for Army Support (Army). |
4 |
28 |
Switched to Drifter (Barbarian). |
4 |
32 |
Betrayed by a friend. One of Hallie Clubb's Contacts or Allies betrays Hallie Clubb, ending Hallie Clubb's career. That Contact or Ally becomes a Rival or Enemy. |