Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
25 |
Severely injured. Fully recovered. Owe 12,500 for medical bills. |
3 |
25 |
Failed to qualify for Corporate (Citizen). |
3 |
25 |
Became a Drifter (Wanderer). |
3 |
29 |
Harper Clark run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
4 |
29 |
Switched to Merchant (Broker). |
4 |
31 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
4 |
33 |
Promoted to Merchant (Broker) rank 1. |
5 |
33 |
Continued as Merchant (Broker). |
5 |
35 |
Risk Harper Clark's fortune on a possibility lucrative deal and win. |
6 |
37 |
Continued as Merchant (Broker). |
6 |
41 |
Bankrupted by a rival. Gain the other trader as a Rival. |
7 |
41 |
Became a Scout (Surveyor). |
7 |
44 |
Psychologically damaged by Harper Clark's time in the scouts. |
8 |
44 |
Returned to Drifter (Wanderer). |
8 |
46 |
Gained a contact. |
9 |
48 |
Continued as Drifter (Wanderer). |
9 |
49 |
Injured. Fully recovered. Owe 2,500 for medical bills. |
10 |
49 |
Failed to qualify for Free Trader (Merchant). |
10 |
49 |
Continued as Drifter (Wanderer). |
10 |
51 |
Betrayed by a friend. One of Harper Clark's Contacts or Allies betrays Harper Clark, ending Harper Clark's career. That Contact or Ally becomes a Rival or Enemy. |
11 |
51 |
Aging Crisis. Owe 10,000 for medical bills. |
11 |
51 |
Retired at age 51. |
11 |
51 |
Retired. |
11 |
53 |
Injured. Fully recovered. Owe 5,000 for medical bills. |
12 |
55 |
Aging Crisis. Owe 60,000 for medical bills. |