Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
22 |
Go undercover to investigate an enemy. |
1 |
22 |
Betrayed by a friend. One of Zaengsanksirrgh's Contacts or Allies betrays Zaengsanksirrgh, ending Zaengsanksirrgh's career. That Contact or Ally becomes a Rival or Enemy. |
1 |
22 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
2 |
22 |
Continued as Agent (Intelligence). |
2 |
23 |
Zaengsanksirrgh's work ends up coming home with Zaengsanksirrgh, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
3 |
23 |
Became a Citizen (Colonist). |
3 |
27 |
Lightly injured, no permanent damage. Fully recovered. |
4 |
27 |
Entered Merchant Academy with the Shipboard curriculum. |
4 |
30 |
Made lifelong friends. Gain 3 Allies. |
4 |
31 |
Graduated. |
5 |
31 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
5 |
31 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
5 |
34 |
Given advanced training in a specialist field |
6 |
35 |
Continued as Merchant (Merchant Marine). |
6 |
39 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |