Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
20 |
A prank goes horribly wrong. Gain an Enemy |
1 |
27 |
Failed as a colonist. |
2 |
27 |
Failed to qualify for Surveyor (Scout). |
2 |
27 |
Submitted to the draft. |
2 |
27 |
Became a Army (Cavalry) with the new title Private. |
2 |
30 |
Forced out after co-operating with military investigation in commanding officer's illegal activity. |
3 |
30 |
Became a Rogue (Enforcer). |
3 |
31 |
Involved in a gambling ring. |
3 |
34 |
Promoted to Rogue (Enforcer) rank 1. |
4 |
34 |
Continued as Rogue (Enforcer). |
4 |
38 |
Crime pays off. Gain victim as Enemy. |
4 |
38 |
Forced to muster out. |
5 |
38 |
Became a Drifter (Barbarian). |
5 |
40 |
Sammie Wareham do not know what happened to Sammie Wareham. There is a gap in Sammie Wareham's memory. |
6 |
40 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
6 |
42 |
Sammie Wareham secretly provide religious rites for a dying leader or noble, although they do not share Sammie Wareham's faith. Gain an Ally in the family and a Rival who disagrees with Sammie Wareham's choice. |
7 |
44 |
Continued as Believer (Missionary/Humanitarian). |
7 |
47 |
Sammie Wareham is sent to a new community or parish to preach The Word among the poor. |