Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Explorer). |
1 |
21 |
Lost eye or limb. Fully recovered. Owe 2,500 for medical bills. |
2 |
21 |
Became a Rogue (Thief). |
2 |
24 |
Involved in a gambling ring. |
2 |
25 |
Promoted to Rogue (Thief) rank 1. |
3 |
25 |
Continued as Rogue (Thief). |
3 |
29 |
Refuse to backstab a fellow rogue for personal gain. Gain an Ally |
3 |
29 |
Promoted to Rogue (Thief) rank 2. |
4 |
29 |
Continued as Rogue (Thief). |
4 |
30 |
Involved in the planning of an impressive heist. |
4 |
33 |
Promoted to Rogue (Thief) rank 3. |
5 |
33 |
Continued as Rogue (Thief). |
5 |
34 |
Lightly injured, no permanent damage. Fully recovered. |
6 |
34 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
6 |
36 |
A sudden war destroys Selmer Buckman's trade routes and contacts, forcing Selmer Buckman to flee that region of space. |
6 |
36 |
Gain rebels as Enemy |
7 |
36 |
Failed to qualify for Thief (Rogue). |
7 |
36 |
Became a Drifter (Wanderer). |
7 |
39 |
Attacked by enemies that Selmer Buckman easily defeat. |
7 |
39 |
Gain Enemy if Selmer Buckman don't already have one. |
7 |
40 |
Promoted to Drifter (Wanderer) rank 1. |
8 |
40 |
Continued as Drifter (Wanderer). |
8 |
43 |
Selmer Buckman run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
9 |
43 |
Switched to Scout (Courier) with previous rank. |
9 |
44 |
Psychologically damaged by Selmer Buckman's time in the scouts. |