Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Explorer). |
1 |
20 |
Wilma Lawlor's scout ship is one of the first on the scene to rescue the survivors of a disaster but Wilma Lawlor fail to help. Gain an Enemy. |
1 |
20 |
Psychologically damaged by Wilma Lawlor's time in the scouts. |
1 |
22 |
Promoted to Scout (Explorer) rank 1 with the new title Scout. |
2 |
22 |
Continued as Scout (Explorer). |
2 |
25 |
Wilma Lawlor have no idea what happened to Wilma Lawlor – they found Wilma Lawlor's ship drifting on the fringes of friendly space. |
3 |
25 |
Became a Agent (Intelligence). |
3 |
26 |
Advanced training in a specialist field. |
3 |
29 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
4 |
29 |
Continued as Agent (Intelligence). |
4 |
30 |
Severely injured. Fully recovered. Owe 6,250 for medical bills. |
5 |
30 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
5 |
31 |
Wilma Lawlor is sent to a new community or parish to preach The Word among the poor. |
5 |
34 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |
6 |
34 |
Continued as Believer (Missionary/Humanitarian). |
6 |
36 |
Wilma Lawlor accepted an offer of inducements to betray Wilma Lawlor's faith. Gain 220,000 in cash. |
6 |
38 |
Forced to muster out. |
7 |
38 |
Became a Drifter (Wanderer). |
7 |
41 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |