Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Marine Academy (Military Academy). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Scout (Courier). |
1 |
22 |
Perform an exemplary service for the scouts. |
1 |
22 |
Promoted to Scout (Courier) rank 1 with the new title Scout. |
2 |
22 |
Attempted to change assignments. |
2 |
22 |
Switched to Scout (Explorer) with previous rank. |
2 |
25 |
Perform an exemplary service for the scouts. |
2 |
26 |
Promoted to Scout (Explorer) rank 2. |
3 |
26 |
Voluntarily left Explorer |
3 |
26 |
Became a Agent (Intelligence). |
3 |
29 |
Rewarded for a successful mission. |
3 |
30 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
4 |
30 |
Continued as Agent (Intelligence). |
4 |
33 |
George Casey's work ends up coming home with George Casey, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
5 |
33 |
Became a Drifter (Wanderer). |
5 |
36 |
Attacked by enemies that George Casey easily defeat. |
5 |
36 |
Gain Enemy if George Casey don't already have one. |
5 |
37 |
Promoted to Drifter (Wanderer) rank 1. |
6 |
37 |
Voluntarily left Wanderer |
6 |
37 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
6 |
38 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
6 |
41 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
7 |
41 |
Continued as Merchant (Merchant Marine). |
7 |
42 |
A good deal ensures George Casey is living the high life for a few years. |
7 |
45 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |