Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
22 |
Refused a deal with criminal or other figure under investigation. Gain an Enemy |
2 |
22 |
Became a Drifter (Barbarian). |
2 |
23 |
Suffer from a life-threatening illness. |
3 |
23 |
Failed to qualify for Field Researcher (Scholar). |
3 |
23 |
Continued as Drifter (Barbarian). |
3 |
25 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
4 |
27 |
Voluntarily left Barbarian |
4 |
27 |
Became a Entertainer (Performer). |
4 |
29 |
Find Ancient Technology. |
5 |
31 |
Voluntarily left Performer |
5 |
31 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
5 |
35 |
A series of bad deals and decisions force Alf Williamson into bankruptcy. Alf Williamson salvages what Alf Williamson can. |
5 |
35 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
6 |
35 |
Voluntarily left Merchant Marine |
6 |
35 |
Became a Believer (Holy Warrior) with the new title Hopeful. |
6 |
39 |
Alf Williamson come into conflict with a splinter group Alf Williamson's own religion which maintains Alf Williamson's version is the wrong one. Gain 3 Rivals. |