Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Merchant Academy. |
1 |
18 |
Became a Drifter (Scavenger). |
1 |
22 |
Promoted to Drifter (Scavenger) rank 1. |
2 |
22 |
Continued as Drifter (Scavenger). |
2 |
26 |
Attempted a risky adventure and was injured. |
2 |
26 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
3 |
26 |
Continued as Drifter (Scavenger). |
3 |
29 |
Sherman Marshall run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
4 |
29 |
Became a Merchant (Broker). |
4 |
33 |
Promoted to Merchant (Broker) rank 1. |
5 |
33 |
Continued as Merchant (Broker). |
5 |
35 |
Make an unexpected connection outside Sherman Marshall's normal circles. Gain a Contact. |
6 |
37 |
Continued as Merchant (Broker). |
6 |
39 |
Bankrupted by a rival. Gain the other trader as a Rival. |
7 |
39 |
Failed to qualify for Colonist (Citizen). |
7 |
39 |
Submitted to the draft. |
7 |
39 |
Switched to Merchant (Merchant Marine) with the new title Crewman. |
7 |
43 |
Risk Sherman Marshall's fortune on a possibility lucrative deal and win. |
8 |
43 |
Continued as Merchant (Merchant Marine). |
8 |
45 |
Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
8 |
47 |
Forced to continue current assignment. |
8 |
47 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
9 |
47 |
Continued as Merchant (Merchant Marine). |
9 |
51 |
Smuggle illegal items onto a planet. |
10 |
51 |
Continued as Merchant (Merchant Marine). |
10 |
53 |
A sudden war destroys Sherman Marshall's trade routes and contacts, forcing Sherman Marshall to flee that region of space. |
10 |
53 |
Gain rebels as Enemy |