Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Scavenger). |
1 |
19 |
Suffer from a life-threatening illness. |
2 |
19 |
Became a Scout (Courier). |
2 |
22 |
Psychologically damaged by Neal Kennedy's time in the scouts. |
3 |
22 |
Failed to qualify for Merchant Marine (Merchant). |
3 |
22 |
Switched to Drifter (Barbarian). |
3 |
25 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
4 |
26 |
Continued as Drifter (Barbarian). |
4 |
28 |
Neal Kennedy run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
5 |
28 |
Became a Rogue (Enforcer). |
5 |
29 |
Arrested |
6 |
29 |
Became a Prisoner (Fixer). |
6 |
32 |
Vocational Training. |
7 |
33 |
Continued as Prisoner (Fixer). |
7 |
35 |
Persecuted by a prison gang. |
8 |
37 |
Switched to Prisoner (Inmate) with previous rank. |
8 |
39 |
Neal Kennedy is moved to a higher security prison. |
9 |
41 |
Switched to Prisoner (Thug) with previous rank. |
9 |
44 |
A guard takes a dislike to Neal Kennedy. |