Term |
Age |
History |
---|
1 |
18 |
Entered the school of hard knocks. |
1 |
20 |
Expand the field of Athletics (Dexterity), but gain a Rival in Archibald Head's former tutor. |
1 |
22 |
Graduated. |
2 |
22 |
Became a Agent (Intelligence). |
2 |
22 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
2 |
26 |
Established a network of contacts. Gain 3 contacts. |
3 |
26 |
Continued as Agent (Intelligence). |
3 |
29 |
Severely injured. Fully recovered. Owe 6,250 for medical bills. |
4 |
29 |
Became a Merchant (Free Trader). |
4 |
32 |
Smuggle illegal items onto a planet. |
4 |
33 |
Promoted to Merchant (Free Trader) rank 1. |
5 |
33 |
Continued as Merchant (Free Trader). |
5 |
37 |
A sudden war destroys Archibald Head's trade routes and contacts, forcing Archibald Head to flee that region of space. |
5 |
37 |
Gain rebels as Enemy |
6 |
37 |
Became a Scout (Explorer). |
6 |
38 |
Psychologically damaged by Archibald Head's time in the scouts. |
7 |
38 |
Became a Drifter (Scavenger). |
7 |
41 |
Find valuable salvage. |
7 |
42 |
Promoted to Drifter (Scavenger) rank 1. |
8 |
42 |
Continued as Drifter (Scavenger). |
8 |
46 |
Archibald Head run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |