Term |
Age |
History |
---|
1 |
18 |
Became a Entertainer (Artist). |
1 |
19 |
An investigation, tour, project or expedition goes wrong, stranding Sergig Irpir far from home. |
2 |
19 |
Failed to qualify for Corporate Agent (Agent). |
2 |
19 |
Submitted to the draft. |
2 |
19 |
Became a Scout (Courier). |
2 |
21 |
Birth or Death involving a family member or close friend. |
3 |
23 |
Continued as Scout (Courier). |
3 |
27 |
Perform an exemplary service for the scouts. |
3 |
27 |
Promoted to Scout (Courier) rank 1 with the new title Scout. |
4 |
27 |
Continued as Scout (Courier). |
4 |
28 |
Lightly injured, no permanent damage. Fully recovered. |
5 |
28 |
Failed to qualify for Cavalry (Army). |
5 |
28 |
Became a Drifter (Wanderer). |
5 |
29 |
Sergig Irpir do not know what happened to Sergig Irpir. There is a gap in Sergig Irpir's memory. |
6 |
29 |
Became a Citizen (Corporate). |
6 |
30 |
A revolution, attack or other unusual event throws Sergig Irpir's life into chaos, forcing Sergig Irpir to leave the planet. |
7 |
30 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
7 |
34 |
Sergig Irpir is sent to a new community or parish to preach The Word among the poor. |
8 |
34 |
Continued as Believer (Missionary/Humanitarian). |
8 |
37 |
Sergig Irpir secretly provide religious rites for a dying leader or noble, although they do not share Sergig Irpir's faith. Gain an Ally in the family and a Rival who disagrees with Sergig Irpir's choice. |
8 |
38 |
Forced to muster out. |
9 |
38 |
Failed to qualify for Merchant Academy. |
9 |
38 |
Switched to Drifter (Barbarian). |
9 |
42 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
10 |
42 |
Aging Crisis. Owe 50,000 for medical bills. |
10 |
42 |
Retired at age 42. |
10 |
42 |
Retired. |
10 |
45 |
Moved to a new world. |
11 |
46 |
Aging Crisis. Owe 60,000 for medical bills. |