Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Merchant Marine (Merchant). |
1 |
18 |
Became a Drifter (Wanderer). |
1 |
21 |
Stephanie Fleming run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
2 |
21 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
2 |
22 |
Stephanie Fleming refuse to secretly provide religious rites for a dying leader or noble, because they do not share Stephanie Fleming's faith. |
3 |
25 |
Continued as Believer (Missionary/Humanitarian). |
3 |
28 |
Victim of a crime |
3 |
29 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |
4 |
29 |
Continued as Believer (Missionary/Humanitarian). |
4 |
33 |
Stephanie Fleming faith is shaken. |
5 |
33 |
Continued as Believer (Missionary/Humanitarian). |
5 |
37 |
Stephanie Fleming refuse to secretly provide religious rites for a dying leader or noble, because they do not share Stephanie Fleming's faith. |
6 |
37 |
Continued as Believer (Missionary/Humanitarian). |
6 |
40 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
6 |
41 |
Promoted to Believer (Missionary/Humanitarian) rank 2 with the new title Team Leader. |
7 |
41 |
Continued as Believer (Missionary/Humanitarian). |
7 |
45 |
Stephanie Fleming secretly provide religious rites for a dying leader or noble, although they do not share Stephanie Fleming's faith. Gain an Ally in the family and a Rival who disagrees with Stephanie Fleming's choice. |
7 |
45 |
Forced to muster out. |