Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
19 |
Lost eye or limb. Fully recovered. Owe 2,500 for medical bills. |
2 |
22 |
Continued as Agent (Intelligence). |
2 |
24 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
3 |
26 |
Continued as Agent (Intelligence). |
3 |
29 |
Daisy Miller's work ends up coming home with Daisy Miller, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
4 |
29 |
Became a Scout (Courier). |
4 |
30 |
Daisy Miller's scout ship is one of the first on the scene to rescue the survivors of a disaster but Daisy Miller fail to help. Gain an Enemy. |
4 |
30 |
Daisy Miller have no idea what happened to Daisy Miller – they found Daisy Miller's ship drifting on the fringes of friendly space. |