Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Broker). |
1 |
22 |
Victim of a crime |
1 |
22 |
Promoted to Merchant (Broker) rank 1. |
2 |
22 |
Continued as Merchant (Broker). |
2 |
26 |
Make an unexpected connection outside Joesph Clements's normal circles. Gain a Contact. |
2 |
26 |
Forced to continue current assignment. |
2 |
26 |
Promoted to Merchant (Broker) rank 2. |
3 |
26 |
Continued as Merchant (Broker). |
3 |
29 |
Risk Joesph Clements's fortune on a possibility lucrative deal and win. |
3 |
30 |
Forced to muster out. |
4 |
30 |
Failed to qualify for Cavalry (Army). |
4 |
30 |
Became a Drifter (Wanderer). |
4 |
34 |
Attacked by enemies and injured. |
4 |
34 |
Scarred. Fully recovered. Owe 5,000 for medical bills. |
4 |
34 |
Gain Enemy if Joesph Clements don't already have one. |
4 |
34 |
Promoted to Drifter (Wanderer) rank 1. |
5 |
34 |
Continued as Drifter (Wanderer). |
5 |
36 |
Drafted into Merchant Marine |
5 |
38 |
Promoted to Drifter (Wanderer) rank 2. |
6 |
38 |
Switched to Merchant (Merchant Marine) with the new title Crewman. |
6 |
40 |
Make an unexpected connection outside Joesph Clements's normal circles. Gain a Contact. |
7 |
42 |
Continued as Merchant (Merchant Marine). |
7 |
46 |
A sudden war destroys Joesph Clements's trade routes and contacts, forcing Joesph Clements to flee that region of space. |
7 |
46 |
Gain rebels as Enemy |