Term |
Age |
History |
---|
1 |
18 |
Entered Military Academy(Army Academy) |
1 |
22 |
Join a social movement. |
1 |
22 |
Dropped out of military academy. |
2 |
22 |
Became a Agent (Corporate Agent). |
2 |
26 |
Mable Heriot's work ends up coming home with Mable Heriot, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
3 |
26 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
3 |
30 |
Mable Heriot aid a follower back to the True Path but this angers a friend or relative. Gain an Enemy. |
4 |
30 |
Failed to qualify for Army Support (Army). |
4 |
30 |
Became a Drifter (Scavenger). |
4 |
34 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
5 |
34 |
Continued as Drifter (Scavenger). |
5 |
36 |
Suffer from a life-threatening illness. |
6 |
36 |
Returned to Believer (Missionary/Humanitarian). |
6 |
38 |
Mable Heriot come into conflict with a splinter group Mable Heriot's own religion which maintains Mable Heriot's version is the wrong one. Gain 1 Rivals. |
7 |
38 |
Switched to Drifter (Wanderer). |
7 |
39 |
Betrayed by a friend. One of Mable Heriot's Contacts or Allies betrays Mable Heriot, ending Mable Heriot's career. That Contact or Ally becomes a Rival or Enemy. |
7 |
42 |
Promoted to Drifter (Wanderer) rank 1. |
8 |
42 |
Continued as Drifter (Wanderer). |
8 |
45 |
Contact with Government. |
8 |
46 |
Promoted to Drifter (Wanderer) rank 2. |