Term |
Age |
History |
---|
1 |
18 |
Entered Military Academy(Army Academy) |
1 |
21 |
Widely recognized. |
1 |
22 |
Dropped out of military academy. |
2 |
22 |
Failed to qualify for Artist (Entertainer). |
2 |
22 |
Became a Drifter (Wanderer). |
2 |
23 |
Offered job by a patron. Now owe him a favor. |
3 |
26 |
Became a Army (Infantry) with the new title Private. |
3 |
27 |
Advanced training in a specialist field |
3 |
30 |
Commissioned in Army (Infantry) with the new title Lieutenant. |
4 |
30 |
Continued as Army (Infantry). |
4 |
33 |
Sent to a very unpleasant region (jungle, swamp, desert, icecap, urban) to battle against guerrilla fighters and rebels. Discharged because of stress, injury or because the government wishes to bury the whole incident. |
4 |
33 |
Gain rebels as Enemy |
5 |
33 |
Failed to qualify for Enforcer (Rogue). |
5 |
33 |
Returned to Drifter (Wanderer). |
5 |
36 |
Amnesia. |
6 |
37 |
Continued as Drifter (Wanderer). |
6 |
41 |
Promoted to Drifter (Wanderer) rank 1. |
7 |
41 |
Continued as Drifter (Wanderer). |
7 |
44 |
Suffer from a life-threatening illness. |
8 |
44 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
8 |
47 |
A series of bad deals and decisions force Faith Remmington into bankruptcy. Faith Remmington salvages what Faith Remmington can. |
9 |
47 |
Became a Entertainer (Performer). |
9 |
50 |
One of Faith Remmington's pieces of art is stolen, and the investigation brings Faith Remmington into the criminal underworld. |
10 |
51 |
Voluntarily left Performer |
10 |
51 |
Switched to Drifter (Scavenger). |
10 |
55 |
Nearly killed. Fully recovered. Owe 25,000 for medical bills. |