Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
21 |
Contacted by an underground psionic group. |
1 |
28 |
Left the colonies with honors. |
2 |
28 |
Failed to qualify for Intelligence (Agent). |
2 |
28 |
Became a Drifter (Scavenger). |
2 |
30 |
Injured. Fully recovered. Owe 2,500 for medical bills. |
2 |
30 |
Tested for psionic powers |
3 |
30 |
Became a Scout (Explorer). |
3 |
34 |
Sidney Greerson's scout ship is one of the first on the scene to rescue the survivors of a disaster. Gain a Contact. |
4 |
34 |
Continued as Scout (Explorer). |
4 |
37 |
Psychologically damaged by Sidney Greerson's time in the scouts. |