Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
20 |
A prank goes horribly wrong. Gain an Enemy |
1 |
26 |
Left the colonies. |
2 |
26 |
Became a Entertainer (Artist). |
2 |
28 |
Ralph May is betrayed by a peer. One Ally or Contact becomes a Rival or Enemy |
3 |
28 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
3 |
31 |
Ralph May secretly provide religious rites for a dying leader or noble, although they do not share Ralph May's faith. Gain an Ally in the family and a Rival who disagrees with Ralph May's choice. |
3 |
32 |
Forced to muster out. |
4 |
32 |
Became a Rogue (Thief). |
4 |
35 |
Involved in the planning of an impressive heist. |
4 |
36 |
Promoted to Rogue (Thief) rank 1. |
5 |
36 |
Voluntarily left Thief |
5 |
36 |
Became a Scout (Surveyor). |
5 |
40 |
Ralph May have no idea what happened to Ralph May – they found Ralph May's ship drifting on the fringes of friendly space. |
6 |
40 |
Returned to Believer (Missionary/Humanitarian). |
6 |
41 |
Ralph May come into conflict with a splinter group Ralph May's own religion which maintains Ralph May's version is the wrong one. Gain 2 Rivals. |
7 |
41 |
Became a Drifter (Barbarian). |
7 |
43 |
Ralph May do not know what happened to Ralph May. There is a gap in Ralph May's memory. |
8 |
43 |
Switched to Believer (Holy Warrior) with the new title Hopeful. |
8 |
45 |
Ralph May faith is shaken. |