Term |
Age |
History |
---|
1 |
18 |
Entered the school of hard knocks. |
1 |
20 |
A prank goes horribly wrong. Gain an Enemy |
1 |
22 |
Failed in the school of hard knocks. |
2 |
22 |
Became a Scout (Courier). |
2 |
24 |
Spend several years jumping from world to world in John Matthews's scout ship. |
3 |
26 |
Continued as Scout (Courier). |
3 |
30 |
John Matthews survey an alien world. |
4 |
30 |
Attempted to change assignments. |
4 |
30 |
Switched to Scout (Surveyor) with previous rank. |
4 |
31 |
John Matthews's ship is ambushed by enemy vessels. Attempted to bargain with them but fail and the ship is destroyed. |
4 |
34 |
Promoted to Scout (Surveyor) rank 1 with the new title Scout. |
5 |
34 |
Became a Drifter (Scavenger). |
5 |
35 |
Encounter a Psionic institute. |
5 |
35 |
Tested for psionic powers |
5 |
38 |
Promoted to Drifter (Scavenger) rank 1. |
6 |
38 |
Became a Psion (Psi-Warrrior) with the new title Psi-Soldier. |
6 |
41 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
6 |
42 |
Promoted to Psion (Psi-Warrrior) rank 1. |
7 |
42 |
Continued as Psion (Psi-Warrrior). |
7 |
43 |
Refuse to misuse powers for personal gain. |
8 |
46 |
Continued as Psion (Psi-Warrrior). |
8 |
47 |
Gift causes a former ally to turn on John Matthews and betray John Matthews. One Ally or Contact becomes an Enemy. |
9 |
47 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
9 |
50 |
Embroiled in legal trouble. |
10 |
51 |
Voluntarily left Merchant Marine |
10 |
51 |
Switched to Drifter (Barbarian). |
10 |
54 |
Moved to a new world. |
10 |
55 |
Promoted to Drifter (Barbarian) rank 1. |