Term |
Age |
History |
---|
1 |
18 |
Entered Military Academy(Naval Academy) |
1 |
19 |
Made lifelong friends. Gain 1 Allies. |
1 |
19 |
Dropped out of military academy. |
2 |
19 |
Became a Agent (Intelligence). |
2 |
20 |
Cicero McDonald went above and beyond the call of duty. |
2 |
23 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
3 |
23 |
Continued as Agent (Intelligence). |
3 |
26 |
Accepted a deal with criminal or other figure under investigation. |
4 |
26 |
Became a Merchant (Free Trader). |
4 |
30 |
Embroiled in legal trouble. |
4 |
30 |
Promoted to Merchant (Free Trader) rank 1. |
5 |
30 |
Continued as Merchant (Free Trader). |
5 |
31 |
Cicero McDonald's ship or starport is destroyed by criminals. Gain them as an Enemy. |
6 |
31 |
Failed to qualify for Performer (Entertainer). |
6 |
31 |
Became a Drifter (Wanderer). |
6 |
33 |
Cicero McDonald do not know what happened to Cicero McDonald. There is a gap in Cicero McDonald's memory. |
7 |
33 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
7 |
34 |
Cicero McDonald come into conflict with a splinter group Cicero McDonald's own religion which maintains Cicero McDonald's version is the wrong one. Gain 2 Rivals. |
8 |
34 |
Switched to Drifter (Barbarian). |
8 |
38 |
Cicero McDonald run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
9 |
38 |
Returned to Believer (Missionary/Humanitarian). |
9 |
42 |
Cicero McDonald accepted an offer of inducements to betray Cicero McDonald's faith. Gain 160,000 in cash. |
9 |
42 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |