Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Naval Academy (Military Academy). |
1 |
18 |
Became a Drifter (Barbarian). |
1 |
20 |
Jar Henderson run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
2 |
20 |
Became a Agent (Intelligence). |
2 |
23 |
Established a network of contacts. Gain 3 contacts. |
3 |
24 |
Continued as Agent (Intelligence). |
3 |
27 |
Rewarded for a successful mission. |
3 |
28 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
4 |
28 |
Continued as Agent (Intelligence). |
4 |
32 |
Lightly injured, no permanent damage. Fully recovered. |
5 |
32 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
5 |
33 |
Jar Henderson's business or ship thrives. |
5 |
36 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |