Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
19 |
A prank goes horribly wrong. Gain an Enemy |
1 |
27 |
Left the colonies. |
2 |
27 |
Became a Agent (Intelligence). |
2 |
28 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
3 |
31 |
Continued as Agent (Intelligence). |
3 |
34 |
A new romantic starts. Gain an Ally. |
3 |
35 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
4 |
35 |
Continued as Agent (Intelligence). |
4 |
36 |
Established a network of contacts. Gain 2 contacts. |
4 |
39 |
Promoted to Agent (Intelligence) rank 2 with the new title Field Agent. |
5 |
39 |
Voluntarily left Intelligence |
5 |
39 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
5 |
42 |
Embroiled in legal trouble. |
6 |
43 |
Continued as Merchant (Merchant Marine). |
6 |
44 |
A series of bad deals and decisions force Emanuel Bowman into bankruptcy. Emanuel Bowman salvages what Emanuel Bowman can. |
7 |
44 |
Failed to qualify for Artist (Entertainer). |
7 |
44 |
Became a Drifter (Barbarian). |
7 |
46 |
Suffer from a life-threatening illness. |
8 |
46 |
Failed to qualify for Broker (Merchant). |
8 |
46 |
Switched to Drifter (Scavenger). |
8 |
49 |
Attacked by enemies that Emanuel Bowman easily defeat. |
8 |
49 |
Gain Enemy if Emanuel Bowman don't already have one. |