Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Law Enforcement) with the new title Rookie. |
1 |
21 |
Go undercover to investigate an enemy. |
1 |
21 |
Betrayed by a friend. One of Marguerite Walker's Contacts or Allies betrays Marguerite Walker, ending Marguerite Walker's career. That Contact or Ally becomes a Rival or Enemy. |
2 |
22 |
Continued as Agent (Law Enforcement). |
2 |
24 |
Advanced training in a specialist field. |
2 |
26 |
Forced to continue current assignment. |
2 |
26 |
Promoted to Agent (Law Enforcement) rank 1 with the new title Corporal. |
3 |
26 |
Continued as Agent (Law Enforcement). |
3 |
28 |
Marguerite Walker's work ends up coming home with Marguerite Walker, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
4 |
28 |
Became a Scout (Explorer). |
4 |
31 |
Psychologically damaged by Marguerite Walker's time in the scouts. |
5 |
31 |
Failed to qualify for Colonist (Citizen). |
5 |
31 |
Submitted to the draft. |
5 |
31 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
5 |
35 |
A sudden war destroys Marguerite Walker's trade routes and contacts, forcing Marguerite Walker to flee that region of space. |
5 |
35 |
Gain rebels as Enemy |
6 |
35 |
Failed to qualify for Worker (Citizen). |
6 |
35 |
Became a Drifter (Scavenger). |
6 |
36 |
Marguerite Walker run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
7 |
36 |
Failed to qualify for Merchant Marine (Merchant). |
7 |
36 |
Continued as Drifter (Scavenger). |
7 |
40 |
Marguerite Walker run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
8 |
40 |
Became a Believer (Holy Warrior) with the new title Hopeful. |
8 |
42 |
Opponents of Marguerite Walker's belief system ambush Marguerite Walker. |
8 |
42 |
Severely injured. Owe 15,000 for medical bills. |