Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
19 |
Go undercover to investigate an enemy. |
1 |
19 |
Nearly killed. Owe 22,500 for medical bills. |
1 |
22 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
2 |
22 |
Continued as Agent (Intelligence). |
2 |
26 |
Befriended by a senior agent. |
2 |
26 |
Promoted to Agent (Intelligence) rank 2 with the new title Field Agent. |
3 |
26 |
Voluntarily left Intelligence |
3 |
26 |
Became a Scout (Surveyor). |
3 |
29 |
Moved to a new world. |
4 |
30 |
Continued as Scout (Surveyor). |
4 |
33 |
Spend several years jumping from world to world in Wilmer Clements's scout ship. |
4 |
34 |
Promoted to Scout (Surveyor) rank 1 with the new title Scout. |
5 |
34 |
Continued as Scout (Surveyor). |
5 |
38 |
Good fortune |
6 |
38 |
Continued as Scout (Surveyor). |
6 |
39 |
Spend several years jumping from world to world in Wilmer Clements's scout ship. |
7 |
42 |
Continued as Scout (Surveyor). |
7 |
43 |
Wilmer Clements's scout ship is one of the first on the scene to rescue the survivors of a disaster but Wilmer Clements fail to help. Gain an Enemy. |
7 |
43 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
7 |
46 |
Forced to muster out. |
8 |
46 |
Became a Citizen (Corporate). |
8 |
50 |
Lost eye or limb. Fully recovered. Owe 2,500 for medical bills. |
9 |
50 |
Failed to qualify for Scientist (Scholar). |
9 |
50 |
Became a Drifter (Scavenger). |
9 |
51 |
Wilmer Clements run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
10 |
51 |
Became a Merchant (Broker). |
10 |
55 |
Embroiled in legal trouble. |
10 |
55 |
Promoted to Merchant (Broker) rank 1. |
11 |
55 |
Aging Crisis. Owe 40,000 for medical bills. |
11 |
55 |
Retired at age 55. |