Term |
Age |
History |
---|
1 |
18 |
Entered Military Academy(Naval Academy) |
1 |
21 |
Suffered a deep tragedy. |
1 |
21 |
Dropped out of military academy. |
2 |
21 |
Became a Agent (Law Enforcement) with the new title Rookie. |
2 |
25 |
Verner Bates's work ends up coming home with Verner Bates, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
3 |
25 |
Failed to qualify for Engineer/Gunner (Navy). |
3 |
25 |
Became a Drifter (Scavenger). |
3 |
28 |
Betrayed by a friend. One of Verner Bates's Contacts or Allies betrays Verner Bates, ending Verner Bates's career. That Contact or Ally becomes a Rival or Enemy. |
4 |
28 |
Switched to Agent (Intelligence). |
4 |
30 |
Rewarded for a successful mission. |
5 |
32 |
Continued as Agent (Intelligence). |
5 |
35 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
6 |
35 |
Failed to qualify for Journalist (Entertainer). |
6 |
35 |
Submitted to the draft. |
6 |
35 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
6 |
37 |
Befriend a useful ally in one sphere. Gain an Ally. |
7 |
39 |
Continued as Merchant (Merchant Marine). |
7 |
42 |
A sudden war destroys Verner Bates's trade routes and contacts, forcing Verner Bates to flee that region of space. |
7 |
42 |
Gain rebels as Enemy |