Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
21 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
2 |
21 |
Became a Navy (Line/Crew) with the new title Crewman. |
2 |
23 |
Advanced training in a specialist field. |
2 |
25 |
Promoted to Navy (Line/Crew) rank 1 with the new title Able Spacehand. |
3 |
25 |
Voluntarily left Line/Crew |
3 |
25 |
Became a Rogue (Enforcer). |
3 |
28 |
A police detective or rival criminal forces Fairy Day to flee and vows to hunt Fairy Day down. Gain an Enemy. |
4 |
28 |
Failed to qualify for Worker (Citizen). |
4 |
28 |
Became a Drifter (Wanderer). |
4 |
31 |
Fairy Day run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
5 |
31 |
Failed to qualify for Worker (Citizen). |
5 |
31 |
Submitted to the draft. |
5 |
31 |
Became a Army (Infantry) with the new title Private. |
5 |
34 |
Lost eye or limb. Fully recovered. |
6 |
34 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
6 |
37 |
Fairy Day refused an offer of inducements to betray Fairy Day's faith. Gain 6 enemies. |
6 |
38 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |
7 |
38 |
Continued as Believer (Missionary/Humanitarian). |
7 |
40 |
Fairy Day come into conflict with a splinter group Fairy Day's own religion which maintains Fairy Day's version is the wrong one. Gain 2 Rivals. |
8 |
40 |
Switched to Drifter (Scavenger). |
8 |
42 |
Severely injured. Owe 20,000 for medical bills. |