Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Law Enforcement) with the new title Rookie. |
1 |
19 |
Advanced training in a specialist field. |
1 |
22 |
Promoted to Agent (Law Enforcement) rank 1 with the new title Corporal. |
2 |
22 |
Continued as Agent (Law Enforcement). |
2 |
24 |
Mervin Sims went above and beyond the call of duty. |
2 |
26 |
Promoted to Agent (Law Enforcement) rank 2 with the new title Sergeant. |
3 |
26 |
Continued as Agent (Law Enforcement). |
3 |
30 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
4 |
30 |
Became a Citizen (Colonist). |
4 |
33 |
Mervin Sims learn something Mervin Sims should not have – a corporate secret, a political scandal – which Mervin Sims can profit from illegally. |
4 |
33 |
Gain a criminal contact. |
4 |
34 |
Promoted to Citizen (Colonist) rank 1. |
5 |
34 |
Voluntarily left Colonist |
5 |
34 |
Switched to Agent (Corporate Agent). |
5 |
35 |
An investigation takes on a dangerous turn. |
5 |
35 |
Mervin Sims's work ends up coming home with Mervin Sims, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
5 |
38 |
Promoted to Agent (Corporate Agent) rank 1 with the new title Agent. |
6 |
38 |
Continued as Agent (Corporate Agent). |
6 |
40 |
Established a network of contacts. Gain 1 contacts. |
6 |
42 |
Promoted to Agent (Corporate Agent) rank 2 with the new title Field Agent. |
7 |
42 |
Aging Crisis. Owe 30,000 for medical bills. |
7 |
42 |
Retired at age 42. |
7 |
42 |
Continued as Agent (Corporate Agent). |
7 |
44 |
Good fortune |
7 |
46 |
Promoted to Agent (Corporate Agent) rank 3. |
8 |
46 |
Aging Crisis. Owe 50,000 for medical bills. |
8 |
46 |
Continued as Agent (Corporate Agent). |
8 |
50 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
9 |
50 |
Aging Crisis. Owe 40,000 for medical bills. |
9 |
50 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
9 |
52 |
Mervin Sims secretly provide religious rites for a dying leader or noble, although they do not share Mervin Sims's faith. Gain an Ally in the family and a Rival who disagrees with Mervin Sims's choice. |
10 |
54 |
Aging Crisis. Owe 10,000 for medical bills. |
10 |
54 |
Continued as Believer (Missionary/Humanitarian). |
10 |
58 |
Mervin Sims accepted an offer of inducements to betray Mervin Sims's faith. Gain 600,000 in cash. |
10 |
58 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |
11 |
58 |
Aging Crisis. Owe 20,000 for medical bills. |
11 |
58 |
Retired. |
11 |
61 |
Victim of a crime. |
12 |
62 |
Aging Crisis. Owe 40,000 for medical bills. |
12 |
65 |
Betrayal. Convert an Ally into a Rival or Enemy. |
13 |
66 |
Aging Crisis. Owe 50,000 for medical bills. |
13 |
67 |
Gained a contact. |
14 |
70 |
Aging Crisis. Owe 60,000 for medical bills. |