Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Army Academy (Military Academy). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
1 |
19 |
Good fortune |
2 |
22 |
Continued as Navy (Engineer/Gunner). |
2 |
23 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
3 |
23 |
Became a Rogue (Thief). |
3 |
27 |
Involved in the planning of an impressive heist. |
4 |
27 |
Voluntarily left Thief |
4 |
27 |
Became a Agent (Intelligence). |
4 |
30 |
Severely injured. Fully recovered. |
5 |
30 |
Failed to qualify for Worker (Citizen). |
5 |
30 |
Became a Drifter (Barbarian). |
5 |
32 |
May Nagle run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
6 |
32 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
6 |
36 |
May Nagle refused an offer of inducements to betray May Nagle's faith. Gain 6 enemies. |
6 |
36 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |
7 |
36 |
Continued as Believer (Missionary/Humanitarian). |
7 |
37 |
May Nagle secretly provide religious rites for a dying leader or noble, although they do not share May Nagle's faith. Gain an Ally in the family and a Rival who disagrees with May Nagle's choice. |
7 |
40 |
Promoted to Believer (Missionary/Humanitarian) rank 2 with the new title Team Leader. |