Term |
Age |
History |
---|
1 |
18 |
Became a Agent (Intelligence). |
1 |
19 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
2 |
19 |
Became a Drifter (Wanderer). |
2 |
23 |
Carl Ferguson run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
3 |
23 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
3 |
26 |
Encounter a Psionic institute. |
3 |
26 |
Tested for psionic powers |
3 |
27 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
4 |
27 |
Became a Psion (Wild Talent). |
4 |
30 |
Pick up potentially useful information using Carl Ferguson's psychic powers. |