Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Free Trader). |
1 |
20 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
1 |
22 |
Promoted to Merchant (Free Trader) rank 1. |
2 |
22 |
Continued as Merchant (Free Trader). |
2 |
25 |
Bankrupted by a rival. Gain the other trader as a Rival. |
3 |
25 |
Failed to qualify for Army Support (Army). |
3 |
25 |
Became a Drifter (Barbarian). |
3 |
29 |
Amnesia. |
3 |
29 |
Promoted to Drifter (Barbarian) rank 1. |
4 |
29 |
Continued as Drifter (Barbarian). |
4 |
30 |
Attempted a risky adventure and was injured. |
4 |
30 |
Nearly killed. Owe 7,500 for medical bills. |
5 |
33 |
Continued as Drifter (Barbarian). |
5 |
36 |
Scarred. Owe 2,500 for medical bills. |
6 |
36 |
Switched to Merchant (Broker). |
6 |
39 |
Make an unexpected connection outside Irving Moore's normal circles. Gain a Contact. |
7 |
40 |
Continued as Merchant (Broker). |
7 |
42 |
Given advanced training in a specialist field |
7 |
44 |
Promoted to Merchant (Broker) rank 1. |
8 |
44 |
Continued as Merchant (Broker). |
8 |
46 |
Befriend a useful ally in one sphere. Gain an Ally. |
9 |
48 |
Continued as Merchant (Broker). |
9 |
52 |
A series of bad deals and decisions force Irving Moore into bankruptcy. Irving Moore salvages what Irving Moore can. |
10 |
52 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
10 |
56 |
Irving Moore is involved in good works in the community, gaining the respect of a large segment of
society. Gain SOC +1 and an Ally. |
11 |
56 |
Continued as Believer (Missionary/Humanitarian). |
11 |
60 |
Irving Moore secretly provide religious rites for a dying leader or noble, although they do not share Irving Moore's faith. Gain an Ally in the family and a Rival who disagrees with Irving Moore's choice. |