Term |
Age |
History |
---|
1 |
18 |
Entered University. |
1 |
20 |
Spent the college years partying. |
1 |
22 |
Graduated. |
2 |
22 |
Became a Agent (Intelligence). |
2 |
24 |
Exie Nisbet's work ends up coming home with Exie Nisbet, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
3 |
24 |
Became a Scout (Courier). |
3 |
27 |
Perform an exemplary service for the scouts. |
4 |
28 |
Attempted to change assignments. |
4 |
28 |
Failed to qualify for Explorer (Scout). |
4 |
28 |
Continued as Scout (Courier). |
4 |
31 |
Psychologically damaged by Exie Nisbet's time in the scouts. |
5 |
31 |
Failed to qualify for Thief (Rogue). |
5 |
31 |
Submitted to the draft. |
5 |
31 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
5 |
32 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
5 |
35 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
6 |
35 |
Voluntarily left Merchant Marine |
6 |
35 |
Returned to Agent (Intelligence). |
6 |
37 |
Life ruined by a criminal gang. Gain the gang as an Enemy |