Term |
Age |
History |
---|
1 |
18 |
Entered Military Academy(Marine Academy) |
1 |
20 |
A prank goes horribly wrong. Gain a Rival. |
1 |
22 |
Dropped out of military academy. |
2 |
22 |
Became a Entertainer (Artist). |
2 |
25 |
Works is especially well received and popular, making Wilmer Head a minor celebrity |
3 |
26 |
Continued as Entertainer (Artist). |
3 |
29 |
Lost eye or limb. Fully recovered. Owe 2,500 for medical bills. |
4 |
29 |
Failed to qualify for Enforcer (Rogue). |
4 |
29 |
Submitted to the draft. |
4 |
29 |
Became a Agent (Law Enforcement) with the new title Rookie. |
4 |
31 |
Wilmer Head's work ends up coming home with Wilmer Head, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
5 |
31 |
Became a Drifter (Barbarian). |
5 |
34 |
Suffer from a life-threatening illness. |
6 |
34 |
Became a Citizen (Corporate). |
6 |
35 |
Hard times caused by a lack of interstellar trade costs Wilmer Head Wilmer Head's job. |
7 |
35 |
Returned to Drifter (Barbarian). |
7 |
39 |
Attempted a risky adventure and was wildly successful. |
7 |
39 |
Promoted to Drifter (Barbarian) rank 1. |
8 |
39 |
Continued as Drifter (Barbarian). |
8 |
40 |
Betrayed by a friend. One of Wilmer Head's Contacts or Allies betrays Wilmer Head, ending Wilmer Head's career. That Contact or Ally becomes a Rival or Enemy. |
9 |
40 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
9 |
43 |
Wilmer Head retreat from the mundane world for a time in the hope of a revelation, although this affects
your work and relationships. |
10 |
44 |
Continued as Believer (Missionary/Humanitarian). |
10 |
47 |
A notable academic consults with Wilmer Head about a publication or documentary he is working on. Gain a Contact in academia. |
10 |
48 |
Forced to continue current assignment. |
10 |
48 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |
11 |
48 |
Continued as Believer (Missionary/Humanitarian). |
11 |
52 |
Wilmer Head retreat from the mundane world for a time in the hope of a revelation, although this affects
your work and relationships. |
12 |
52 |
Continued as Believer (Missionary/Humanitarian). |
12 |
56 |
Opponents of Wilmer Head's belief system ambush Wilmer Head. |
12 |
56 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
13 |
56 |
Switched to Drifter (Wanderer). |
13 |
60 |
Wilmer Head run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
14 |
60 |
Aging Crisis. Owe 10,000 for medical bills. |
14 |
60 |
Retired at age 60. |
14 |
60 |
Returned to Believer (Missionary/Humanitarian). |
14 |
62 |
Wilmer Head secretly provide religious rites for a dying leader or noble, although they do not share Wilmer Head's faith. Gain an Ally in the family and a Rival who disagrees with Wilmer Head's choice. |
14 |
64 |
Promoted to Believer (Missionary/Humanitarian) rank 2 with the new title Team Leader. |
15 |
64 |
Aging Crisis. Owe 60,000 for medical bills. |
15 |
64 |
Continued as Believer (Missionary/Humanitarian). |
15 |
67 |
Wilmer Head is sent to a new community or parish to preach The Word among the poor. |
15 |
68 |
Forced to muster out. |
16 |
68 |
Aging Crisis. Owe 20,000 for medical bills. |