Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Free Trader). |
1 |
21 |
Scarred. Fully recovered. |
2 |
21 |
Became a Agent (Intelligence). |
2 |
25 |
Established a network of contacts. Gain 2 contacts. |
2 |
25 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
3 |
25 |
Continued as Agent (Intelligence). |
3 |
26 |
Advanced training in a specialist field. |
3 |
29 |
Promoted to Agent (Intelligence) rank 2 with the new title Field Agent. |
4 |
29 |
Continued as Agent (Intelligence). |
4 |
31 |
Refused a deal with criminal or other figure under investigation. Gain an Enemy |
5 |
31 |
Became a Drifter (Wanderer). |
5 |
33 |
Filomena Jackson run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
6 |
33 |
Failed to qualify for Merchant Academy. |
6 |
33 |
Submitted to the draft. |
6 |
33 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
6 |
34 |
Filomena Jackson join a gambling circle on board. |
7 |
37 |
Continued as Navy (Engineer/Gunner). |
7 |
41 |
Vessel participates in a notable military engagement. |
7 |
41 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
8 |
41 |
Voluntarily left Engineer/Gunner |
8 |
41 |
Failed to qualify for Performer (Entertainer). |
8 |
41 |
Returned to Drifter (Wanderer). |
8 |
45 |
Attacked by enemies that Filomena Jackson easily defeat. |
8 |
45 |
Gain Enemy if Filomena Jackson don't already have one. |
8 |
45 |
Forced to muster out. |