Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
21 |
Contacted by an underground psionic group. |
1 |
25 |
Failed as a colonist. |
2 |
25 |
Became a Entertainer (Artist). |
2 |
26 |
One of Elizebeth McDermot's pieces of art is stolen, and the investigation brings Elizebeth McDermot into the criminal underworld. |
2 |
29 |
Tested for psionic powers |
3 |
29 |
Continued as Entertainer (Artist). |
3 |
33 |
Join homeworld’s celebrity circles |
3 |
33 |
Gain a contact |
3 |
33 |
Forced to muster out. |
4 |
33 |
Became a Merchant (Broker). |
4 |
36 |
A series of bad deals and decisions force Elizebeth McDermot into bankruptcy. Elizebeth McDermot salvages what Elizebeth McDermot can. |
5 |
36 |
Became a Scout (Surveyor). |
5 |
39 |
Spend several years jumping from world to world in Elizebeth McDermot's scout ship. |
6 |
40 |
Continued as Scout (Surveyor). |
6 |
41 |
Elizebeth McDermot's ship is ambushed by enemy vessels. Elizebeth McDermot successfully bargain with them. |
6 |
44 |
Promoted to Scout (Surveyor) rank 1 with the new title Scout. |