Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
21 |
Accepted a deal with criminal or other figure under investigation. |
2 |
21 |
Failed to qualify for Merchant Marine (Merchant). |
2 |
21 |
Submitted to the draft. |
2 |
21 |
Became a Marine (Star Marine) with the new title Marine. |
2 |
25 |
A mission goes wrong and Sheila Bluit is stranded behind enemy lines. Ejected from the service. |
3 |
25 |
Became a Drifter (Wanderer). |
3 |
28 |
Sheila Bluit do not know what happened to Sheila Bluit. There is a gap in Sheila Bluit's memory. |
4 |
28 |
Became a Rogue (Thief). |
4 |
29 |
A police detective or rival criminal forces Sheila Bluit to flee and vows to hunt Sheila Bluit down. Gain an Enemy. |
5 |
29 |
Became a Noble (Diplomat) with the new title Intern. |
5 |
30 |
Refuse to join a conspiracy of nobles. Gain an Enemy. |
5 |
33 |
Promoted to Noble (Diplomat) rank 1 with the new title 3rd Secretary. |
6 |
33 |
Continued as Noble (Diplomat). |
6 |
35 |
Refuse to join a conspiracy of nobles. Gain an Enemy. |
6 |
37 |
Promoted to Noble (Diplomat) rank 2 with the new title 2nd Secretary. |
7 |
37 |
Continued as Noble (Diplomat). |
7 |
38 |
time as a ruler or playboy gives Sheila Bluit a wide range of experiences. |
7 |
41 |
Promoted to Noble (Diplomat) rank 3 with the new title 1st Secretary. |
8 |
41 |
Voluntarily left Diplomat |
8 |
41 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
8 |
45 |
Moved to a new world. |
9 |
45 |
Voluntarily left Missionary/Humanitarian |
9 |
45 |
Switched to Drifter (Scavenger). |
9 |
47 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
10 |
47 |
Aging Crisis. Owe 20,000 for medical bills. |
10 |
47 |
Retired at age 47. |
10 |
47 |
Switched to Believer (Holy Warrior) with the new title Hopeful. |
10 |
48 |
Sheila Bluit aid a follower back to the True Path but this angers a friend or relative. Gain an Enemy. |
11 |
48 |
Aging Crisis. Owe 20,000 for medical bills. |
11 |
48 |
Retired. |
11 |
50 |
A new romantic starts. Gain an Ally. |
12 |
52 |
Aging Crisis. Owe 20,000 for medical bills. |
12 |
54 |
A new romantic starts. Gain an Ally. |
13 |
56 |
Aging Crisis. Owe 50,000 for medical bills. |
13 |
60 |
Betrayal. Convert an Ally into a Rival or Enemy. |
14 |
60 |
Aging Crisis. Owe 50,000 for medical bills. |
14 |
62 |
Good fortune. |
15 |
64 |
Aging Crisis. Owe 20,000 for medical bills. |