Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Wanderer). |
1 |
22 |
Dean Kennedy run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
2 |
22 |
Became a Agent (Intelligence). |
2 |
25 |
A new romantic starts. Gain an Ally. |
2 |
26 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
3 |
26 |
Continued as Agent (Intelligence). |
3 |
28 |
Go undercover to investigate an enemy. |
3 |
30 |
Dean Kennedy is rewarded for Dean Kennedy's diligence or cunning. |
3 |
30 |
Promoted to Agent (Intelligence) rank 2 with the new title Field Agent. |
4 |
30 |
Continued as Agent (Intelligence). |
4 |
31 |
Go undercover to investigate an enemy. |
4 |
31 |
Spent time maintaining and using heavy vehicles. |
4 |
34 |
Promoted to Agent (Intelligence) rank 3. |
5 |
34 |
Continued as Agent (Intelligence). |
5 |
36 |
Advanced training in a specialist field. |
5 |
38 |
Promoted to Agent (Intelligence) rank 4 with the new title Special Agent. |
6 |
38 |
Continued as Agent (Intelligence). |
6 |
42 |
Dean Kennedy's work ends up coming home with Dean Kennedy, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |