Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
22 |
Rewarded for a successful mission. |
1 |
22 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
2 |
22 |
Continued as Agent (Intelligence). |
2 |
23 |
Established a network of contacts. Gain 2 contacts. |
3 |
26 |
Continued as Agent (Intelligence). |
3 |
27 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
4 |
27 |
Became a Citizen (Colonist). |
4 |
29 |
Lightly injured, no permanent damage. Fully recovered. |
5 |
29 |
Failed to qualify for Intelligence (Agent). |
5 |
29 |
Became a Drifter (Wanderer). |
5 |
32 |
Attacked by enemies and injured. |
5 |
32 |
Scarred. Fully recovered. Owe 5,000 for medical bills. |
5 |
32 |
Gain Enemy if Frank Meyer don't already have one. |
5 |
33 |
Promoted to Drifter (Wanderer) rank 1. |
6 |
33 |
Continued as Drifter (Wanderer). |
6 |
36 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
6 |
37 |
Forced to continue current assignment. |
6 |
37 |
Promoted to Drifter (Wanderer) rank 2. |