Term |
Age |
History |
---|
1 |
18 |
Entered Military Academy(Naval Academy) |
1 |
19 |
Made lifelong friends. Gain 1 Allies. |
1 |
21 |
Dropped out of military academy. |
2 |
21 |
Became a Drifter (Scavenger). |
2 |
23 |
Suffer from a life-threatening illness. |
3 |
23 |
Became a Agent (Intelligence). |
3 |
26 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
3 |
27 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
4 |
27 |
Continued as Agent (Intelligence). |
4 |
29 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
5 |
29 |
Became a Scout (Surveyor). |
5 |
30 |
Psychologically damaged by Seymour Tilcott's time in the scouts. |
6 |
30 |
Switched to Drifter (Barbarian). |
6 |
31 |
Betrayed by a friend. One of Seymour Tilcott's Contacts or Allies betrays Seymour Tilcott, ending Seymour Tilcott's career. That Contact or Ally becomes a Rival or Enemy. |
7 |
31 |
Failed to qualify for Broker (Merchant). |
7 |
31 |
Submitted to the draft. |
7 |
31 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
7 |
34 |
Moved to a new world. |
8 |
35 |
Continued as Merchant (Merchant Marine). |
8 |
36 |
A sudden war destroys Seymour Tilcott's trade routes and contacts, forcing Seymour Tilcott to flee that region of space. |
8 |
36 |
Gain rebels as Enemy |
9 |
36 |
Switched to Drifter (Wanderer). |
9 |
38 |
Good fortune |
9 |
40 |
Forced to continue current assignment. |
9 |
40 |
Promoted to Drifter (Wanderer) rank 1. |
10 |
40 |
Continued as Drifter (Wanderer). |
10 |
41 |
Seymour Tilcott run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
11 |
41 |
Became a Believer (Holy Warrior) with the new title Hopeful. |
11 |
44 |
Seymour Tilcott is caught in the periphery of a scandal. |
11 |
44 |
Demoted to Believer (Holy Warrior) rank -1. |
12 |
45 |
Aging Crisis. Owe 10,000 for medical bills. |
12 |
45 |
Retired at age 45. |