Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
20 |
Contacted by an underground psionic group. |
1 |
25 |
Left the colonies. |
2 |
25 |
Became a Drifter (Wanderer). |
2 |
29 |
Tested for psionic powers |
3 |
29 |
Continued as Drifter (Wanderer). |
3 |
32 |
Attacked by enemies that Yetta Mcandrew easily defeat. |
3 |
32 |
Gain Enemy if Yetta Mcandrew don't already have one. |
3 |
33 |
Promoted to Drifter (Wanderer) rank 1. |
4 |
33 |
Continued as Drifter (Wanderer). |
5 |
37 |
Continued as Drifter (Wanderer). |
5 |
41 |
Promoted to Drifter (Wanderer) rank 2. |
6 |
41 |
Continued as Drifter (Wanderer). |
6 |
43 |
Yetta Mcandrew run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
7 |
43 |
Failed to qualify for Colonist (Citizen). |
7 |
43 |
Submitted to the draft. |
7 |
43 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
7 |
47 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |