Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Courier (Scout). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
20 |
Embroiled in legal trouble. |
1 |
22 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
24 |
A series of bad deals and decisions force Marc Watson into bankruptcy. Marc Watson salvages what Marc Watson can. |
3 |
24 |
Became a Scholar (Scientist). |
3 |
27 |
Agreed to perform research that goes against Marc Watson's conscience. Gain 3 Enemies. |
3 |
28 |
Promoted to Scholar (Scientist) rank 1. |
4 |
28 |
Voluntarily left Scientist |
4 |
28 |
Failed to qualify for Broker (Merchant). |
4 |
28 |
Became a Drifter (Scavenger). |
4 |
29 |
Find Ancient Technology. |
5 |
32 |
Voluntarily left Scavenger |
5 |
32 |
Became a Entertainer (Performer). |
5 |
34 |
One of Marc Watson's pieces of art is stolen, and the investigation brings Marc Watson into the criminal underworld. |
5 |
36 |
Promoted to Entertainer (Performer) rank 1. |
6 |
36 |
Continued as Entertainer (Performer). |
6 |
38 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
7 |
40 |
Continued as Entertainer (Performer). |
7 |
43 |
Gain a patron in the arts. Gain an Ally |
7 |
44 |
Promoted to Entertainer (Performer) rank 2. |