Term |
Age |
History |
---|
1 |
18 |
Tested for psionic powers |
1 |
18 |
Entered a psionic community. |
1 |
21 |
Good fortune |
1 |
22 |
Graduated. Gain an rival who is upset that Carol Moody left the community. |
2 |
22 |
Failed to qualify for Star Marine (Marine). |
2 |
22 |
Became a Drifter (Wanderer). |
2 |
25 |
Attempted a risky adventure and was wildly successful. |
3 |
26 |
Continued as Drifter (Wanderer). |
3 |
29 |
Carol Moody run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
4 |
29 |
Failed to qualify for Infantry (Army). |
4 |
29 |
Switched to Drifter (Barbarian). |
4 |
33 |
Survived a risky adventure but gained nothing. |
4 |
33 |
Promoted to Drifter (Barbarian) rank 1. |
5 |
33 |
Continued as Drifter (Barbarian). |
5 |
36 |
Encounter a Psionic institute. |
6 |
37 |
Continued as Drifter (Barbarian). |
6 |
38 |
Betrayed by a friend. One of Carol Moody's Contacts or Allies betrays Carol Moody, ending Carol Moody's career. That Contact or Ally becomes a Rival or Enemy. |
7 |
38 |
Became a Merchant (Merchant Marine) with the new title Crewman. |