Term |
Age |
History |
---|
1 |
18 |
Tested for psionic powers |
1 |
18 |
Entered a psionic community. |
1 |
20 |
Suffered a deep tragedy. |
1 |
22 |
Dropped out of the psionic community. |
2 |
22 |
Became a Agent (Corporate Agent). |
2 |
24 |
Victim of a crime |
3 |
26 |
Continued as Agent (Corporate Agent). |
3 |
27 |
Accepted a deal with criminal or other figure under investigation. |
4 |
30 |
Continued as Agent (Corporate Agent). |
4 |
33 |
Victim of a crime |
4 |
34 |
Promoted to Agent (Corporate Agent) rank 1 with the new title Agent. |
5 |
34 |
Continued as Agent (Corporate Agent). |
5 |
38 |
Edith McDermot went above and beyond the call of duty. |
5 |
38 |
Promoted to Agent (Corporate Agent) rank 2 with the new title Field Agent. |
6 |
38 |
Continued as Agent (Corporate Agent). |
6 |
42 |
Nearly killed. Fully recovered. Owe 25,000 for medical bills. |
7 |
42 |
Became a Scout (Surveyor). |
7 |
44 |
Edith McDermot's scout ship is one of the first on the scene to rescue the survivors of a disaster but Edith McDermot fail to help. Gain an Enemy. |
7 |
44 |
Psychologically damaged by Edith McDermot's time in the scouts. |
8 |
46 |
Attempted to change assignments. |
8 |
46 |
Switched to Scout (Courier) with previous rank. |
8 |
49 |
Edith McDermot's scout ship is one of the first on the scene to rescue the survivors of a disaster but Edith McDermot fail to help. Gain an Enemy. |
8 |
49 |
Edith McDermot's ship is damaged, and Edith McDermot have to hitch-hike Edith McDermot's way back across the stars to the nearest scout base. |
8 |
49 |
Gain 4 Contacts. Gain 1 Enemies. |