Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
22 |
An investigation takes on a dangerous turn. |
1 |
22 |
Refused a deal with criminal or other figure under investigation. Gain an Enemy |
1 |
22 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
2 |
22 |
Continued as Agent (Intelligence). |
2 |
26 |
Go undercover to investigate an enemy. |
2 |
26 |
Scarred. Fully recovered. Owe 5,000 for medical bills. |
2 |
26 |
Promoted to Agent (Intelligence) rank 2 with the new title Field Agent. |
3 |
26 |
Continued as Agent (Intelligence). |
3 |
28 |
Advanced training in a specialist field. |
3 |
30 |
Promoted to Agent (Intelligence) rank 3. |
4 |
30 |
Continued as Agent (Intelligence). |
4 |
33 |
Go undercover to investigate an enemy. |
4 |
32 |
Political upheaval strikes Merlin Lewis's homeworld, and Merlin Lewis is caught up in the revolution. |
4 |
34 |
Forced to muster out. |
5 |
34 |
Became a Scout (Courier). |
5 |
36 |
Merlin Lewis inadvertently cause a conflict between the Imperium and a minor world or race. Gain a Rival. |
6 |
36 |
Failed to qualify for Intelligence (Agent). |
6 |
36 |
Became a Drifter (Barbarian). |
6 |
37 |
Betrayed by a friend. One of Merlin Lewis's Contacts or Allies betrays Merlin Lewis, ending Merlin Lewis's career. That Contact or Ally becomes a Rival or Enemy. |
7 |
37 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
7 |
38 |
Merlin Lewis's ship or starport is destroyed by criminals. Gain them as an Enemy. |
8 |
38 |
Switched to Drifter (Wanderer). |
8 |
40 |
Amnesia. |