Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
22 |
A prank goes horribly wrong. Gain an Enemy |
1 |
25 |
Left the colonies. |
2 |
25 |
Failed to qualify for Corporate (Citizen). |
2 |
25 |
Submitted to the draft. |
2 |
25 |
Became a Agent (Law Enforcement) with the new title Rookie. |
2 |
27 |
Established a network of contacts. Gain 1 contacts. |
2 |
29 |
Forced to muster out. |
3 |
29 |
Became a Drifter (Wanderer). |
3 |
31 |
Miller Skidd do not know what happened to Miller Skidd. There is a gap in Miller Skidd's memory. |
4 |
31 |
Failed to qualify for Courier (Scout). |
4 |
31 |
Continued as Drifter (Wanderer). |
4 |
32 |
Severely injured. Fully recovered. Owe 30,000 for medical bills. |
5 |
32 |
Became a Rogue (Pirate) with the new title Lackey. |
5 |
33 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
5 |
36 |
Promoted to Rogue (Pirate) rank 1 with the new title Henchman. |
6 |
36 |
Continued as Rogue (Pirate). |
6 |
38 |
Miller Skidd spend months in the dangerous criminal underworld. |
6 |
40 |
Promoted to Rogue (Pirate) rank 2 with the new title Corporal. |
7 |
40 |
Continued as Rogue (Pirate). |
7 |
42 |
Crime pays off. Gain victim as Enemy. |