Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
19 |
Seth Reid's work ends up coming home with Seth Reid, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
2 |
19 |
Failed to qualify for Thief (Rogue). |
2 |
19 |
Submitted to the draft. |
2 |
19 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
20 |
Seth Reid's business or ship thrives. |
2 |
23 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
3 |
23 |
Continued as Merchant (Merchant Marine). |
3 |
26 |
Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
4 |
27 |
Continued as Merchant (Merchant Marine). |
4 |
28 |
Imperial trade restrictions force Seth Reid out of business. |
5 |
28 |
Failed to qualify for Physician (Scholar). |
5 |
28 |
Became a Drifter (Scavenger). |
5 |
29 |
Attacked by enemies that Seth Reid easily defeat. |
5 |
29 |
Gain Enemy if Seth Reid don't already have one. |
5 |
32 |
Promoted to Drifter (Scavenger) rank 1. |
6 |
32 |
Continued as Drifter (Scavenger). |
6 |
35 |
Betrayed by a friend. One of Seth Reid's Contacts or Allies betrays Seth Reid, ending Seth Reid's career. That Contact or Ally becomes a Rival or Enemy. |
7 |
35 |
Became a Citizen (Colonist). |
7 |
36 |
Life ruined by a criminal gang. Gain the gang as an Enemy |