Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
19 |
Make an unexpected connection outside Madge Snyder's normal circles. Gain a Contact. |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
26 |
Injured. Fully recovered. Owe 1,250 for medical bills. |
3 |
26 |
Failed to qualify for Intelligence (Agent). |
3 |
26 |
Became a Drifter (Wanderer). |
3 |
27 |
Contact with Government. |
3 |
30 |
Promoted to Drifter (Wanderer) rank 1. |
4 |
30 |
Continued as Drifter (Wanderer). |
4 |
34 |
Promoted to Drifter (Wanderer) rank 2. |
5 |
34 |
Continued as Drifter (Wanderer). |
5 |
36 |
Madge Snyder run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
5 |
38 |
Promoted to Drifter (Wanderer) rank 3. |
6 |
38 |
Continued as Drifter (Wanderer). |
6 |
42 |
Betrayed by a friend. One of Madge Snyder's Contacts or Allies betrays Madge Snyder, ending Madge Snyder's career. That Contact or Ally becomes a Rival or Enemy. |
7 |
42 |
Became a Agent (Intelligence). |
7 |
45 |
Advanced training in a specialist field. |
7 |
46 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
8 |
46 |
Continued as Agent (Intelligence). |
8 |
47 |
An investigation takes on a dangerous turn. |
8 |
50 |
Promoted to Agent (Intelligence) rank 2 with the new title Field Agent. |
9 |
50 |
Continued as Agent (Intelligence). |
9 |
54 |
A new romantic starts. Gain an Ally. |
9 |
54 |
Promoted to Agent (Intelligence) rank 3. |