Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Performer (Entertainer). |
1 |
18 |
Became a Drifter (Wanderer). |
1 |
21 |
Attacked by enemies and injured. |
1 |
21 |
Nearly killed. Fully recovered. Owe 7,500 for medical bills. |
1 |
21 |
Gain Enemy if Emmie Palmer don't already have one. |
2 |
22 |
Continued as Drifter (Wanderer). |
2 |
24 |
Betrayed by a friend. One of Emmie Palmer's Contacts or Allies betrays Emmie Palmer, ending Emmie Palmer's career. That Contact or Ally becomes a Rival or Enemy. |
3 |
24 |
Failed to qualify for Intelligence (Agent). |
3 |
24 |
Switched to Drifter (Scavenger). |
3 |
28 |
Scarred. Fully recovered. Owe 5,000 for medical bills. |
4 |
28 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
4 |
29 |
Emmie Palmer come into conflict with a splinter group Emmie Palmer's own religion which maintains Emmie Palmer's version is the wrong one. Gain 1 Rivals. |
5 |
29 |
Failed to qualify for Army Support (Army). |
5 |
29 |
Returned to Drifter (Scavenger). |
5 |
33 |
Emmie Palmer do not know what happened to Emmie Palmer. There is a gap in Emmie Palmer's memory. |
6 |
33 |
Failed to qualify for Broker (Merchant). |
6 |
33 |
Returned to Drifter (Wanderer). |
6 |
34 |
Severely injured. Owe 10,000 for medical bills. |
7 |
34 |
Returned to Believer (Missionary/Humanitarian). |
7 |
38 |
Gained a contact. |
7 |
38 |
Forced to muster out. |
8 |
38 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
8 |
39 |
Embroiled in legal trouble. |