Term |
Age |
History |
---|
1 |
18 |
Entered a spacer community. |
1 |
19 |
Made lifelong friends. Gain 1 Allies. |
1 |
22 |
Graduated. |
2 |
22 |
Became a Citizen (Worker). |
2 |
24 |
Nearly killed. Fully recovered. Owe 17,500 for medical bills. |
3 |
24 |
Became a Scholar (Scientist). |
3 |
28 |
Caught cheating in some fashion, advancing Pat Buckman's career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. |
3 |
28 |
Scarred. Fully recovered. |
3 |
28 |
Gain an Enemy |
3 |
28 |
Promoted to Scholar (Scientist) rank 1. |
4 |
28 |
Continued as Scholar (Scientist). |
4 |
31 |
Win a prestigious prize for Pat Buckman's work. |
5 |
32 |
Continued as Scholar (Scientist). |
5 |
35 |
An expedition or voyage goes wrong, leaving Pat Buckman stranded in the wilderness. |
6 |
35 |
Failed to qualify for Thief (Rogue). |
6 |
35 |
Became a Drifter (Wanderer). |
6 |
38 |
Betrayed by a friend. One of Pat Buckman's Contacts or Allies betrays Pat Buckman, ending Pat Buckman's career. That Contact or Ally becomes a Rival or Enemy. |
7 |
38 |
Failed to qualify for Enforcer (Rogue). |
7 |
38 |
Submitted to the draft. |
7 |
38 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
7 |
39 |
Accused of a crime |
7 |
42 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
8 |
42 |
Became a Prisoner (Inmate). |
8 |
44 |
Vocational Training. |
9 |
46 |
Continued as Prisoner (Inmate). |
9 |
49 |
Hire a new lawyer. |
9 |
50 |
Promoted to Prisoner (Inmate) rank 1. |
9 |
50 |
Paroled from prison. |