Term |
Age |
History |
---|
1 |
18 |
Entered Merchant Academy with the Business curriculum. |
1 |
21 |
Contacted by an underground psionic group. |
1 |
22 |
Graduated. |
2 |
22 |
Became a Merchant (Broker). |
2 |
22 |
Promoted to Merchant (Broker) rank 1. |
2 |
23 |
Make an unexpected connection outside Sanford Reekey's normal circles. Gain a Contact. |
2 |
26 |
Tested for psionic powers |
3 |
26 |
Continued as Merchant (Broker). |
3 |
28 |
A good deal ensures Sanford Reekey is living the high life for a few years. |
3 |
30 |
Promoted to Merchant (Broker) rank 2. |
4 |
30 |
Continued as Merchant (Broker). |
4 |
33 |
Embroiled in legal trouble. |
5 |
34 |
Continued as Merchant (Broker). |
5 |
35 |
A sudden war destroys Sanford Reekey's trade routes and contacts, forcing Sanford Reekey to flee that region of space. |
5 |
35 |
Gain rebels as Enemy |
6 |
35 |
Failed to qualify for Intelligence (Agent). |
6 |
35 |
Became a Drifter (Wanderer). |
6 |
37 |
Sanford Reekey run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
7 |
37 |
Became a Scholar (Field Researcher). |
7 |
38 |
Make a breakthrough in Sanford Reekey's field. |
7 |
41 |
Promoted to Scholar (Field Researcher) rank 1. |