Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
21 |
A series of bad deals and decisions force Knurz Ruek into bankruptcy. Knurz Ruek salvages what Knurz Ruek can. |
2 |
21 |
Failed to qualify for Star Marine (Marine). |
2 |
21 |
Became a Drifter (Wanderer). |
2 |
24 |
Knurz Ruek run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
3 |
24 |
Became a Rogue (Thief). |
3 |
27 |
Betrayed by a friend. One of Knurz Ruek's Contacts or Allies betrays Knurz Ruek, ending Knurz Ruek's career. That Contact or Ally becomes a Rival or Enemy. |
4 |
27 |
Became a Citizen (Colonist). |
4 |
31 |
Spent time maintaining and using heavy vehicles. |
5 |
31 |
Continued as Citizen (Colonist). |
5 |
32 |
Advanced training in a specialist field. |
5 |
35 |
Promoted to Citizen (Colonist) rank 1. |
6 |
35 |
Continued as Citizen (Colonist). |
6 |
39 |
Co-operate with investigation by the planetary authorities. The business or colony is shut down. |