Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Law Enforcement (Agent). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
21 |
A new romantic starts. Gain an Ally. |
2 |
22 |
Continued as Merchant (Merchant Marine). |
3 |
26 |
Voluntarily left Merchant Marine |
3 |
26 |
Became a Noble (Administrator) with the new title Assistant. |
3 |
27 |
Refuse to join a conspiracy of nobles. Gain an Enemy. |
4 |
30 |
Continued as Noble (Administrator). |
4 |
31 |
Daryl Mitchell make an alliance with a powerful and charismatic noble, who becomes an Ally. |
4 |
34 |
Promoted to Noble (Administrator) rank 1 with the new title Clerk. |
5 |
34 |
Voluntarily left Administrator |
5 |
34 |
Became a Rogue (Thief). |
5 |
36 |
A crime lord considers Daryl Mitchell his protégé. |
6 |
38 |
Voluntarily left Thief |
6 |
38 |
Became a Drifter (Scavenger). |
6 |
40 |
Injured. Fully recovered. Owe 5,000 for medical bills. |
7 |
40 |
Returned to Merchant (Merchant Marine). |
7 |
42 |
Make an unexpected connection outside Daryl Mitchell's normal circles. Gain a Contact. |