Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
22 |
Established a network of contacts. Gain 1 contacts. |
2 |
22 |
Continued as Agent (Intelligence). |
2 |
24 |
Velma Cowen's work ends up coming home with Velma Cowen, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
3 |
24 |
Became a Scout (Courier). |
3 |
27 |
Velma Cowen's scout ship is one of the first on the scene to rescue the survivors of a disaster but Velma Cowen fail to help. Gain an Enemy. |
3 |
27 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
3 |
28 |
Promoted to Scout (Courier) rank 1 with the new title Scout. |
4 |
28 |
Voluntarily left Courier |
4 |
28 |
Became a Merchant (Broker). |
4 |
31 |
Bankrupted by a rival. Gain the other trader as a Rival. |
5 |
32 |
Continued as Merchant (Broker). |
5 |
34 |
Befriend a useful ally in one sphere. Gain an Ally. |
5 |
36 |
Promoted to Merchant (Broker) rank 1. |