Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Intelligence (Agent). |
1 |
18 |
Became a Drifter (Scavenger). |
1 |
22 |
Suffer from a life-threatening illness. |
2 |
22 |
Became a Agent (Intelligence). |
2 |
26 |
Scarred. Fully recovered. Owe 2,500 for medical bills. |
3 |
26 |
Failed to qualify for Merchant Marine (Merchant). |
3 |
26 |
Switched to Drifter (Wanderer). |
3 |
29 |
Attacked by enemies that Annabel Donoughoe easily defeat. |
3 |
29 |
Gain Enemy if Annabel Donoughoe don't already have one. |
3 |
30 |
Promoted to Drifter (Wanderer) rank 1. |
4 |
30 |
Continued as Drifter (Wanderer). |
4 |
32 |
Offered job by a patron. Now owe him a favor. |
4 |
34 |
Forced to muster out. |
5 |
34 |
Entered Merchant Academy with the Shipboard curriculum. |
5 |
38 |
Become leader in social movement. |
5 |
38 |
Gain an Ally and an Enemy. |
5 |
38 |
Graduated. |
6 |
38 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
6 |
38 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
6 |
40 |
Risk Annabel Donoughoe's fortune on a possibility lucrative deal and win. |
6 |
42 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |