Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
19 |
Become leader in social movement. |
1 |
19 |
Gain an Ally and an Enemy. |
1 |
28 |
Left the colonies. |
2 |
28 |
Failed to qualify for Surveyor (Scout). |
2 |
28 |
Submitted to the draft. |
2 |
28 |
Became a Scout (Explorer). |
2 |
29 |
Perform an exemplary service for the scouts. |
3 |
32 |
Continued as Scout (Explorer). |
3 |
36 |
Mario Nevil's scout ship is one of the first on the scene to rescue the survivors of a disaster. Gain a Contact. |
4 |
36 |
Voluntarily left Explorer |
4 |
36 |
Became a Drifter (Wanderer). |
4 |
37 |
Mario Nevil run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
5 |
37 |
Became a Rogue (Thief). |
5 |
40 |
Injured. Fully recovered. Owe 5,000 for medical bills. |
6 |
40 |
Switched to Scout (Courier) with previous rank. |
6 |
43 |
Nearly killed. Owe 25,000 for medical bills. |
7 |
43 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
7 |
45 |
Mario Nevil retreat from the mundane world for a time in the hope of a revelation, although this affects
your work and relationships. |