Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
22 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
2 |
22 |
Became a Believer (Holy Warrior) with the new title Hopeful. |
2 |
25 |
Sadie Marshall is chosen to represent Sadie Marshall's faith in a vid show or other highly public forum. |
2 |
26 |
Promoted to Believer (Holy Warrior) rank 1 with the new title Fighter. |
3 |
26 |
Voluntarily left Holy Warrior |
3 |
26 |
Became a Scholar (Physician). |
3 |
30 |
Win a prestigious prize for Sadie Marshall's work. |
3 |
30 |
Promoted to Scholar (Physician) rank 1. |
4 |
30 |
Continued as Scholar (Physician). |
4 |
31 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
4 |
34 |
Promoted to Scholar (Physician) rank 2. |
5 |
34 |
Continued as Scholar (Physician). |
5 |
38 |
Agreed to perform research that goes against Sadie Marshall's conscience. Gain 1 Enemies. |
5 |
38 |
Promoted to Scholar (Physician) rank 3. |
6 |
38 |
Voluntarily left Physician |
6 |
38 |
Failed to qualify for Surveyor (Scout). |
6 |
38 |
Submitted to the draft. |
6 |
38 |
Switched to Agent (Law Enforcement) with the new title Rookie. |
6 |
41 |
Given specialist training in vehicles. |
6 |
42 |
Promoted to Agent (Law Enforcement) rank 1 with the new title Corporal. |
7 |
42 |
Continued as Agent (Law Enforcement). |
7 |
46 |
Severely injured. Fully recovered. Owe 2,500 for medical bills. |
7 |
46 |
Promoted to Agent (Law Enforcement) rank 2 with the new title Sergeant. |
8 |
46 |
Aging Crisis. Owe 30,000 for medical bills. |
8 |
46 |
Retired at age 46. |
8 |
46 |
Continued as Agent (Law Enforcement). |
8 |
50 |
Go undercover to investigate an enemy. |
8 |
50 |
A job goes wrong, forcing Sadie Marshall to flee off-planet. |
8 |
50 |
Promoted to Agent (Law Enforcement) rank 3 with the new title Detective. |
9 |
50 |
Aging Crisis. Owe 10,000 for medical bills. |
9 |
50 |
Continued as Agent (Law Enforcement). |
9 |
53 |
Sadie Marshall's work ends up coming home with Sadie Marshall, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |