Term |
Age |
History |
---|
1 |
18 |
Entered Military Academy(Marine Academy) |
1 |
20 |
A prank goes horribly wrong. Gain an Enemy |
1 |
21 |
Dropped out of military academy. |
2 |
21 |
Failed to qualify for Line/Crew (Navy). |
2 |
21 |
Submitted to the draft. |
2 |
21 |
Became a Agent (Law Enforcement) with the new title Rookie. |
2 |
25 |
Established a network of contacts. Gain 3 contacts. |
2 |
25 |
Promoted to Agent (Law Enforcement) rank 1 with the new title Corporal. |
3 |
25 |
Continued as Agent (Law Enforcement). |
3 |
26 |
Go undercover to investigate an enemy. |
3 |
26 |
Betrayed by a friend. One of Furman Taylor's Contacts or Allies betrays Furman Taylor, ending Furman Taylor's career. That Contact or Ally becomes a Rival or Enemy. |
3 |
29 |
Promoted to Agent (Law Enforcement) rank 2 with the new title Sergeant. |
4 |
29 |
Continued as Agent (Law Enforcement). |
4 |
30 |
Befriended by a senior agent. |
4 |
33 |
Promoted to Agent (Law Enforcement) rank 3 with the new title Detective. |
5 |
33 |
Continued as Agent (Law Enforcement). |
5 |
35 |
Gained a contact. |
5 |
37 |
Forced to muster out. |
6 |
37 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
6 |
38 |
Embroiled in legal trouble. |