Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
21 |
Spent the college years partying. |
1 |
27 |
Failed as a colonist. |
2 |
27 |
Became a Drifter (Wanderer). |
2 |
30 |
Attacked by enemies and injured. |
2 |
30 |
Scarred. Fully recovered. Owe 5,000 for medical bills. |
2 |
30 |
Gain Enemy if Myrtle Reekey don't already have one. |
3 |
31 |
Continued as Drifter (Wanderer). |
3 |
34 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
4 |
34 |
Failed to qualify for Performer (Entertainer). |
4 |
34 |
Switched to Drifter (Scavenger). |
4 |
37 |
Betrayed by a friend. One of Myrtle Reekey's Contacts or Allies betrays Myrtle Reekey, ending Myrtle Reekey's career. That Contact or Ally becomes a Rival or Enemy. |
5 |
37 |
Failed to qualify for Pirate (Rogue). |
5 |
37 |
Submitted to the draft. |
5 |
37 |
Became a Agent (Law Enforcement) with the new title Rookie. |
5 |
38 |
Go undercover to investigate an enemy. |
5 |
38 |
Nearly killed. Owe 45,000 for medical bills. |
5 |
41 |
Promoted to Agent (Law Enforcement) rank 1 with the new title Corporal. |
6 |
41 |
Continued as Agent (Law Enforcement). |
6 |
43 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
6 |
45 |
Promoted to Agent (Law Enforcement) rank 2 with the new title Sergeant. |
7 |
45 |
Continued as Agent (Law Enforcement). |
7 |
46 |
Myrtle Reekey went above and beyond the call of duty. |
8 |
49 |
Continued as Agent (Law Enforcement). |
8 |
52 |
Myrtle Reekey went above and beyond the call of duty. |
8 |
53 |
Forced to muster out. |
9 |
53 |
Became a Scout (Explorer). |
9 |
55 |
Myrtle Reekey have no idea what happened to Myrtle Reekey – they found Myrtle Reekey's ship drifting on the fringes of friendly space. |
10 |
55 |
Became a Believer (Mainstream Believer) with the new title Lay Person. |
10 |
58 |
Myrtle Reekey is sent to a new community or parish to preach The Word among the poor. |
10 |
59 |
Forced to muster out. |