Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Intelligence (Agent). |
1 |
18 |
Became a Drifter (Wanderer). |
1 |
19 |
Drafted into Law Enforcement |
1 |
22 |
Promoted to Drifter (Wanderer) rank 1. |
2 |
22 |
Became a Agent (Law Enforcement) with the new title Rookie. |
2 |
25 |
Advanced training in a specialist field. |
3 |
26 |
Continued as Agent (Law Enforcement). |
3 |
29 |
An investigation takes on a dangerous turn. |
3 |
29 |
Scarred. Owe 1,250 for medical bills. |
4 |
30 |
Voluntarily left Law Enforcement |
4 |
30 |
Became a Merchant (Free Trader). |
4 |
31 |
A good deal ensures John Walker is living the high life for a few years. |
5 |
34 |
Voluntarily left Free Trader |
5 |
34 |
Switched to Drifter (Scavenger). |
5 |
36 |
John Walker run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
6 |
36 |
Became a Believer (Mainstream Believer) with the new title Lay Person. |
6 |
40 |
John Walker secretly provide religious rites for a dying leader or noble, although they do not share John Walker's faith. Gain an Ally in the family and a Rival who disagrees with John Walker's choice. |