Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Free Trader). |
2 |
22 |
Continued as Merchant (Free Trader). |
2 |
24 |
Make an unexpected connection outside Kirk Martin's normal circles. Gain a Contact. |
2 |
26 |
Promoted to Merchant (Free Trader) rank 1. |
3 |
26 |
Continued as Merchant (Free Trader). |
3 |
29 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
3 |
30 |
Promoted to Merchant (Free Trader) rank 2. |
4 |
30 |
Continued as Merchant (Free Trader). |
4 |
32 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
4 |
34 |
Promoted to Merchant (Free Trader) rank 3 with the new title Experienced Trader. |
5 |
34 |
Continued as Merchant (Free Trader). |
5 |
35 |
A good deal ensures Kirk Martin is living the high life for a few years. |
5 |
38 |
Promoted to Merchant (Free Trader) rank 4. |
6 |
38 |
Continued as Merchant (Free Trader). |
6 |
42 |
Imperial trade restrictions force Kirk Martin out of business. |
7 |
42 |
Failed to qualify for Courier (Scout). |
7 |
42 |
Became a Drifter (Scavenger). |
7 |
46 |
Kirk Martin run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
8 |
46 |
Became a Scout (Courier). |
8 |
48 |
Gained a contact. |
9 |
50 |
Continued as Scout (Courier). |
9 |
51 |
Kirk Martin survey an alien world. |
10 |
54 |
Attempted to change assignments. |
10 |
54 |
Failed to qualify for Explorer (Scout). |
10 |
54 |
Continued as Scout (Courier). |
10 |
55 |
Kirk Martin's ship is ambushed by enemy vessels. Attempted to run but caught and ship is destroyed. |
10 |
58 |
Forced to muster out. |