Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
21 |
A new romantic starts. Gain an Ally. |
1 |
22 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
2 |
22 |
Continued as Agent (Intelligence). |
2 |
23 |
Go undercover to investigate an enemy. |
2 |
26 |
Involved in a gambling ring. |
3 |
26 |
Continued as Agent (Intelligence). |
3 |
28 |
Refused a deal with criminal or other figure under investigation. Gain an Enemy |
4 |
28 |
Became a Drifter (Scavenger). |
4 |
29 |
Merlin Ede run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
5 |
29 |
Became a Scholar (Field Researcher). |
5 |
32 |
Work for an eccentric but brilliant mentor, who becomes an Ally. |
5 |
33 |
Promoted to Scholar (Field Researcher) rank 1. |
6 |
33 |
Continued as Scholar (Field Researcher). |
6 |
34 |
Merlin Ede's work is sabotaged by unknown parties. Merlin Ede may salvage what Merlin Ede can and give up. |
7 |
34 |
Switched to Drifter (Wanderer). |
7 |
38 |
Injured. Fully recovered. Owe 5,000 for medical bills. |
8 |
38 |
Failed to qualify for Colonist (Citizen). |
8 |
38 |
Submitted to the draft. |
8 |
38 |
Switched to Agent (Law Enforcement) with the new title Rookie. |
8 |
42 |
Merlin Ede's work ends up coming home with Merlin Ede, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
9 |
42 |
Returned to Drifter (Wanderer). |
9 |
44 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
10 |
44 |
Aging Crisis. Owe 10,000 for medical bills. |
10 |
44 |
Retired at age 44. |
10 |
44 |
Retired. |
10 |
48 |
Moved to a new world. |
11 |
48 |
Aging Crisis. Owe 20,000 for medical bills. |