Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
20 |
Essie Rutter's work ends up coming home with Essie Rutter, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
2 |
20 |
Entered Merchant Academy with the Shipboard curriculum. |
2 |
22 |
Made lifelong friends. Gain 1 Allies. |
2 |
23 |
Dropped out of the merchant academy. |
3 |
23 |
Continued as Agent (Intelligence). |
3 |
24 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
3 |
27 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
4 |
27 |
Continued as Agent (Intelligence). |
4 |
31 |
Essie Rutter went above and beyond the call of duty. |
4 |
31 |
Promoted to Agent (Intelligence) rank 2 with the new title Field Agent. |
5 |
31 |
Continued as Agent (Intelligence). |
5 |
34 |
Given specialist training in vehicles. |
5 |
35 |
Promoted to Agent (Intelligence) rank 3. |
6 |
35 |
Voluntarily left Intelligence |
6 |
35 |
Failed to qualify for Engineer/Gunner (Navy). |
6 |
35 |
Became a Drifter (Wanderer). |
6 |
37 |
Betrayed by a friend. One of Essie Rutter's Contacts or Allies betrays Essie Rutter, ending Essie Rutter's career. That Contact or Ally becomes a Rival or Enemy. |
7 |
37 |
Failed to qualify for Intelligence (Agent). |
7 |
37 |
Switched to Drifter (Barbarian). |
7 |
38 |
Find valuable salvage. |
7 |
41 |
Promoted to Drifter (Barbarian) rank 1. |
8 |
41 |
Continued as Drifter (Barbarian). |
8 |
45 |
Nearly killed. Fully recovered. Owe 25,000 for medical bills. |