Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
19 |
Refused a deal with criminal or other figure under investigation. Gain an Enemy |
2 |
19 |
Became a Drifter (Scavenger). |
2 |
20 |
Injured. |
3 |
20 |
Failed to qualify for Thief (Rogue). |
3 |
20 |
Continued as Drifter (Scavenger). |
3 |
21 |
Betrayed by a friend. One of Deanna Head's Contacts or Allies betrays Deanna Head, ending Deanna Head's career. That Contact or Ally becomes a Rival or Enemy. |
4 |
21 |
Became a Merchant (Broker). |
4 |
22 |
A good deal ensures Deanna Head is living the high life for a few years. |
5 |
25 |
Continued as Merchant (Broker). |
5 |
29 |
Make an unexpected connection outside Deanna Head's normal circles. Gain a Contact. |
5 |
29 |
Promoted to Merchant (Broker) rank 1. |
6 |
29 |
Continued as Merchant (Broker). |
6 |
32 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
7 |
33 |
Continued as Merchant (Broker). |
7 |
37 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
7 |
37 |
Forced to muster out. |