Term |
Age |
History |
---|
1 |
18 |
Entered University. |
1 |
20 |
Made lifelong friends. Gain 3 Allies. |
1 |
22 |
Graduated. |
2 |
22 |
Became a Agent (Corporate Agent). |
2 |
26 |
Advanced training in a specialist field. |
3 |
26 |
Continued as Agent (Corporate Agent). |
3 |
29 |
Maxine McMillan's work ends up coming home with Maxine McMillan, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
4 |
29 |
Failed to qualify for Courier (Scout). |
4 |
29 |
Became a Drifter (Wanderer). |
4 |
33 |
Maxine McMillan run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
4 |
33 |
Promoted to Drifter (Wanderer) rank 1. |