Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Thief (Rogue). |
1 |
18 |
Became a Drifter (Scavenger). |
1 |
19 |
Doc Buckman run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
2 |
19 |
Became a Merchant (Free Trader). |
2 |
20 |
Bankrupted by a rival. Gain the other trader as a Rival. |
3 |
20 |
Became a Scholar (Physician). |
3 |
22 |
Work for an eccentric but brilliant mentor, who becomes an Ally. |
3 |
24 |
Promoted to Scholar (Physician) rank 1. |
4 |
24 |
Continued as Scholar (Physician). |
4 |
25 |
Win a prestigious prize for Doc Buckman's work. |
5 |
28 |
Continued as Scholar (Physician). |
5 |
30 |
Make a breakthrough in Doc Buckman's field. |
6 |
32 |
Attempted to change assignments. |
6 |
32 |
Switched to Scholar (Scientist) with previous rank. |
6 |
36 |
Advanced training in a specialist field. |
6 |
36 |
Promoted to Scholar (Scientist) rank 2. |
7 |
36 |
Continued as Scholar (Scientist). |
7 |
40 |
Work for an eccentric but brilliant mentor, who becomes an Ally. |
7 |
40 |
Promoted to Scholar (Scientist) rank 3. |