Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
19 |
An investigation takes on a dangerous turn. |
1 |
19 |
Millard Caldwell's work ends up coming home with Millard Caldwell, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
1 |
22 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
2 |
22 |
Voluntarily left Intelligence |
2 |
22 |
Became a Rogue (Thief). |
2 |
23 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
2 |
26 |
Promoted to Rogue (Thief) rank 1. |
3 |
26 |
Continued as Rogue (Thief). |
3 |
28 |
Nearly killed. Owe 40,000 for medical bills. |
4 |
28 |
Failed to qualify for Corporate (Citizen). |
4 |
28 |
Became a Drifter (Scavenger). |
4 |
29 |
Nearly killed. Owe 5,000 for medical bills. |
5 |
29 |
Failed to qualify for Merchant Marine (Merchant). |
5 |
29 |
Submitted to the draft. |
5 |
29 |
Switched to Agent (Law Enforcement) with the new title Rookie. |
5 |
30 |
Millard Caldwell's work ends up coming home with Millard Caldwell, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
6 |
30 |
Returned to Drifter (Scavenger). |
6 |
34 |
Millard Caldwell run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |