Term |
Age |
History |
---|
1 |
18 |
Became a Rogue (Thief). |
1 |
20 |
Involved in a feud with a rival criminal organization. |
1 |
20 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
2 |
22 |
Attempted to change assignments. |
2 |
22 |
Switched to Rogue (Enforcer) with previous rank. |
2 |
23 |
Involved in the planning of an impressive heist. |
3 |
26 |
Continued as Rogue (Enforcer). |
3 |
28 |
Abner Dart commit a legendary crime. |
3 |
30 |
Promoted to Rogue (Enforcer) rank 1. |
4 |
30 |
Continued as Rogue (Enforcer). |
4 |
33 |
Crime pays off. Gain victim as Enemy. |
4 |
34 |
Forced to muster out. |
5 |
34 |
Failed to qualify for Broker (Merchant). |
5 |
34 |
Became a Drifter (Barbarian). |
5 |
37 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
6 |
37 |
Failed to qualify for Performer (Entertainer). |
6 |
37 |
Submitted to the draft. |
6 |
37 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
6 |
38 |
A series of bad deals and decisions force Abner Dart into bankruptcy. Abner Dart salvages what Abner Dart can. |
7 |
38 |
Switched to Drifter (Scavenger). |
7 |
42 |
Promoted to Drifter (Scavenger) rank 1. |
8 |
42 |
Continued as Drifter (Scavenger). |
8 |
46 |
Abner Dart run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |