Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Enforcer (Rogue). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
20 |
Make an unexpected connection outside Lettie Nagle's normal circles. Gain a Contact. |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
23 |
Given advanced training in a specialist field |
2 |
26 |
Forced to muster out. |
3 |
26 |
Failed to qualify for Law Enforcement (Agent). |
3 |
26 |
Became a Drifter (Scavenger). |
3 |
28 |
Drafted into Law Enforcement |
4 |
30 |
Became a Agent (Law Enforcement) with the new title Rookie. |
4 |
34 |
Rewarded for a successful mission. |
4 |
34 |
Forced to muster out. |
5 |
34 |
Switched to Drifter (Wanderer). |
5 |
38 |
Lettie Nagle run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
6 |
38 |
Became a Believer (Holy Warrior) with the new title Hopeful. |
6 |
42 |
Lettie Nagle come into conflict with a splinter group Lettie Nagle's own religion which maintains Lettie Nagle's version is the wrong one. Gain 3 Rivals. |
7 |
42 |
Returned to Drifter (Scavenger). |
7 |
43 |
Lettie Nagle do not know what happened to Lettie Nagle. There is a gap in Lettie Nagle's memory. |