Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Scavenger). |
1 |
20 |
Elmer Porter run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
2 |
20 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
2 |
24 |
Scarred. Fully recovered. Owe 2,500 for medical bills. |
3 |
24 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
3 |
28 |
Elmer Porter secretly provide religious rites for a dying leader or noble, although they do not share Elmer Porter's faith. Gain an Ally in the family and a Rival who disagrees with Elmer Porter's choice. |
4 |
28 |
Continued as Believer (Missionary/Humanitarian). |
4 |
31 |
Opponents of Elmer Porter's belief system ambush Elmer Porter. |
4 |
31 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
5 |
31 |
Became a Entertainer (Performer). |
5 |
35 |
Gained a contact. |
5 |
35 |
Promoted to Entertainer (Performer) rank 1. |
6 |
35 |
Continued as Entertainer (Performer). |
6 |
36 |
Elmer Porter is betrayed by a peer. One Ally or Contact becomes a Rival or Enemy |
7 |
36 |
Switched to Believer (Mainstream Believer) with the new title Lay Person. |
7 |
39 |
Elmer Porter is involved in good works in the community, gaining the respect of a large segment of
society. Gain SOC +1 and an Ally. |
8 |
40 |
Continued as Believer (Mainstream Believer). |
8 |
41 |
Elmer Porter refused an offer of inducements to betray Elmer Porter's faith. Gain 2 enemies. |