Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Worker). |
1 |
20 |
Lightly injured, no permanent damage. Fully recovered. |
2 |
20 |
Became a Merchant (Free Trader). |
2 |
24 |
Make an unexpected connection outside Charley Sapping's normal circles. Gain a Contact. |
2 |
24 |
Forced to muster out. |
3 |
24 |
Failed to qualify for Colonist (Citizen). |
3 |
24 |
Became a Drifter (Barbarian). |
3 |
25 |
Moved to a new world. |
3 |
28 |
Promoted to Drifter (Barbarian) rank 1. |
4 |
28 |
Continued as Drifter (Barbarian). |
4 |
32 |
Attacked by enemies and injured. |
4 |
32 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
4 |
32 |
Gain Enemy if Charley Sapping don't already have one. |
5 |
32 |
Continued as Drifter (Barbarian). |
5 |
34 |
Betrayed by a friend. One of Charley Sapping's Contacts or Allies betrays Charley Sapping, ending Charley Sapping's career. That Contact or Ally becomes a Rival or Enemy. |
6 |
34 |
Returned to Merchant (Free Trader). |
6 |
38 |
Make an unexpected connection outside Charley Sapping's normal circles. Gain a Contact. |
7 |
38 |
Continued as Merchant (Free Trader). |
7 |
40 |
Given advanced training in a specialist field |
8 |
42 |
Continued as Merchant (Free Trader). |
8 |
44 |
Befriend a useful ally in one sphere. Gain an Ally. |
8 |
46 |
Forced to continue current assignment. |
8 |
46 |
Promoted to Merchant (Free Trader) rank 1. |