Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Flight) with the new title Crewman. |
1 |
20 |
During a battle, defeat or victory depends on Hamp Janson's actions. Hamp Janson actions lead to an honorabe discharge. |
2 |
20 |
Became a Agent (Intelligence). |
2 |
22 |
Established a network of contacts. Gain 1 contacts. |
2 |
24 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
3 |
24 |
Continued as Agent (Intelligence). |
3 |
25 |
Injured. Fully recovered. Owe 1,250 for medical bills. |
4 |
25 |
Failed to qualify for Explorer (Scout). |
4 |
25 |
Became a Drifter (Wanderer). |
4 |
28 |
Attacked by enemies that Hamp Janson easily defeat. |
4 |
28 |
Gain Enemy if Hamp Janson don't already have one. |
4 |
29 |
Promoted to Drifter (Wanderer) rank 1. |
5 |
29 |
Continued as Drifter (Wanderer). |
5 |
30 |
Hamp Janson do not know what happened to Hamp Janson. There is a gap in Hamp Janson's memory. |
6 |
30 |
Became a Merchant (Broker). |
6 |
32 |
Hamp Janson's business or ship thrives. |
6 |
34 |
Promoted to Merchant (Broker) rank 1. |
7 |
34 |
Continued as Merchant (Broker). |
7 |
36 |
Embroiled in legal trouble. |
8 |
38 |
Continued as Merchant (Broker). |
8 |
42 |
Befriend a useful ally in one sphere. Gain an Ally. |
8 |
42 |
Promoted to Merchant (Broker) rank 2. |