Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
19 |
Become leader in social movement. |
1 |
19 |
Gain an Ally and an Enemy. |
1 |
28 |
Failed as a colonist. |
2 |
28 |
Became a Army (Cavalry) with the new title Private. |
2 |
31 |
Unit is slaughtered in a disastrous battle, for which Betsy Nevil blame Betsy Nevil's commander. Gain commander as Enemy. |
3 |
31 |
Failed to qualify for Merchant Marine (Merchant). |
3 |
31 |
Became a Drifter (Wanderer). |
3 |
34 |
Betsy Nevil do not know what happened to Betsy Nevil. There is a gap in Betsy Nevil's memory. |
4 |
34 |
Failed to qualify for Enforcer (Rogue). |
4 |
34 |
Switched to Drifter (Barbarian). |
4 |
37 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
5 |
38 |
Continued as Drifter (Barbarian). |
5 |
41 |
Attempted a risky adventure and was sent to prison. |
6 |
42 |
Became a Prisoner (Fixer). |
6 |
44 |
Vocational Training. |
6 |
46 |
Promoted to Prisoner (Fixer) rank 1. |