Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
22 |
Given advanced training in a specialist field |
1 |
22 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
25 |
Imperial trade restrictions force Elmer Rand out of business. |
3 |
25 |
Failed to qualify for Cavalry (Army). |
3 |
25 |
Became a Drifter (Scavenger). |
3 |
27 |
Find valuable salvage. |
4 |
29 |
Continued as Drifter (Scavenger). |
4 |
30 |
Offered job by a patron. Now owe him a favor. |
5 |
33 |
Became a Scout (Explorer). |
5 |
35 |
Elmer Rand's scout ship is one of the first on the scene to rescue the survivors of a disaster but Elmer Rand fail to help. Gain an Enemy. |
5 |
35 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
6 |
37 |
Attempted to change assignments. |
6 |
37 |
Failed to qualify for Courier (Scout). |
6 |
37 |
Continued as Scout (Explorer). |
6 |
41 |
When dealing with an alien race, Elmer Rand have an opportunity to gather extra intelligence about them. Gain an Ally in the Imperium |
7 |
41 |
Continued as Scout (Explorer). |
7 |
42 |
Elmer Rand inadvertently cause a conflict between the Imperium and a minor world or race. Gain a Rival. |
8 |
42 |
Switched to Drifter (Wanderer). |
8 |
45 |
Attacked by enemies that Elmer Rand easily defeat. |
8 |
45 |
Gain Enemy if Elmer Rand don't already have one. |
9 |
46 |
Continued as Drifter (Wanderer). |
9 |
49 |
Severely injured. Fully recovered. Owe 15,000 for medical bills. |