Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Wanderer). |
1 |
21 |
Malinda May run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
2 |
21 |
Became a Scout (Explorer). |
2 |
25 |
Malinda May have no idea what happened to Malinda May – they found Malinda May's ship drifting on the fringes of friendly space. |
3 |
25 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
3 |
26 |
Malinda May secretly provide religious rites for a dying leader or noble, although they do not share Malinda May's faith. Gain an Ally in the family and a Rival who disagrees with Malinda May's choice. |
4 |
29 |
Voluntarily left Missionary/Humanitarian |
4 |
29 |
Became a Agent (Intelligence). |
4 |
32 |
Befriended by a senior agent. |
4 |
33 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
5 |
33 |
Voluntarily left Intelligence |
5 |
33 |
Switched to Drifter (Barbarian). |
5 |
35 |
Find valuable salvage. |
5 |
37 |
Promoted to Drifter (Barbarian) rank 1. |