Term |
Age |
History |
---|
1 |
18 |
Entered Merchant Academy with the Shipboard curriculum. |
1 |
21 |
A prank goes horribly wrong. Gain an Enemy |
1 |
22 |
Graduated with honors. |
2 |
22 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
22 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
2 |
22 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
2 |
26 |
Promoted to Merchant (Merchant Marine) rank 3 with the new title 3rd Officer. |
3 |
26 |
Voluntarily left Merchant Marine |
3 |
26 |
Became a Agent (Intelligence). |
3 |
27 |
A new romantic starts. Gain an Ally. |
3 |
30 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
4 |
30 |
Continued as Agent (Intelligence). |
4 |
33 |
Established a network of contacts. Gain 3 contacts. |
4 |
34 |
Promoted to Agent (Intelligence) rank 2 with the new title Field Agent. |
5 |
34 |
Continued as Agent (Intelligence). |
5 |
38 |
Gerald Douglas's work ends up coming home with Gerald Douglas, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
6 |
38 |
Became a Drifter (Scavenger). |
6 |
40 |
Suffer from a life-threatening illness. |
7 |
40 |
Aging Crisis. Owe 10,000 for medical bills. |
7 |
40 |
Retired at age 40. |
7 |
40 |
Retired. |
7 |
44 |
Betrayal. Convert an Ally into a Rival or Enemy. |
8 |
44 |
Aging Crisis. Owe 10,000 for medical bills. |
8 |
48 |
Good fortune. |
9 |
48 |
Aging Crisis. Owe 60,000 for medical bills. |
9 |
49 |
Betrayal. Convert an Ally into a Rival or Enemy. |
10 |
52 |
Aging Crisis. Owe 60,000 for medical bills. |