Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Engineer/Gunner (Navy). |
1 |
18 |
Became a Drifter (Wanderer). |
1 |
22 |
Wayman Kennedy run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
2 |
22 |
Failed to qualify for Enforcer (Rogue). |
2 |
22 |
Switched to Drifter (Scavenger). |
2 |
25 |
Wayman Kennedy do not know what happened to Wayman Kennedy. There is a gap in Wayman Kennedy's memory. |
3 |
25 |
Became a Agent (Intelligence). |
3 |
28 |
Wayman Kennedy's work ends up coming home with Wayman Kennedy, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |