Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
21 |
Go undercover to investigate an enemy. |
1 |
21 |
A police detective or rival criminal forces Wilmer Tow to flee and vows to hunt Wilmer Tow down. Gain an Enemy. |
1 |
22 |
Forced to continue current assignment. |
1 |
22 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
2 |
22 |
Continued as Agent (Intelligence). |
2 |
24 |
Go undercover to investigate an enemy. |
2 |
25 |
Wilmer Tow rise to a position of power in Wilmer Tow's colony or corporation. |
2 |
26 |
Promoted to Agent (Intelligence) rank 2 with the new title Field Agent. |
3 |
26 |
Continued as Agent (Intelligence). |
3 |
30 |
Accepted a deal with criminal or other figure under investigation. |
4 |
30 |
Failed to qualify for Merchant Marine (Merchant). |
4 |
30 |
Became a Drifter (Barbarian). |
4 |
33 |
Wilmer Tow do not know what happened to Wilmer Tow. There is a gap in Wilmer Tow's memory. |
5 |
33 |
Became a Noble (Dilettante) with the new title Wastrel. |
5 |
35 |
Refuse to join a conspiracy of nobles. Gain an Enemy. |
5 |
37 |
Promoted to Noble (Dilettante) rank 1. |
6 |
37 |
Continued as Noble (Dilettante). |
6 |
39 |
A romantic relationship ends badly. Gain a Rival or Enemy. |