Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
19 |
Given specialist training in vehicles. |
1 |
22 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
2 |
22 |
Continued as Agent (Intelligence). |
2 |
23 |
Rewarded for a successful mission. |
2 |
26 |
Promoted to Agent (Intelligence) rank 2 with the new title Field Agent. |
3 |
26 |
Continued as Agent (Intelligence). |
3 |
27 |
Johnnie Duncan's work ends up coming home with Johnnie Duncan, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
4 |
27 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
4 |
30 |
Johnnie Duncan foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
4 |
31 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
5 |
31 |
Continued as Navy (Engineer/Gunner). |
5 |
33 |
Advanced training in a specialist field. |
5 |
35 |
Promoted to Navy (Engineer/Gunner) rank 2 with the new title Petty Officer, 3rd class. |