Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Flight) with the new title Crewman. |
1 |
20 |
Sanford Shelton foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
1 |
22 |
Promoted to Navy (Flight) rank 1 with the new title Able Spacehand. |
2 |
22 |
Continued as Navy (Flight). |
2 |
26 |
Scarred. Fully recovered. |
3 |
26 |
Failed to qualify for Thief (Rogue). |
3 |
26 |
Became a Drifter (Wanderer). |
3 |
28 |
Attacked by enemies that Sanford Shelton easily defeat. |
3 |
28 |
Gain Enemy if Sanford Shelton don't already have one. |
4 |
30 |
Continued as Drifter (Wanderer). |
4 |
33 |
Good fortune |
4 |
34 |
Promoted to Drifter (Wanderer) rank 1. |
5 |
34 |
Continued as Drifter (Wanderer). |
5 |
38 |
Encounter a Psionic institute. |
5 |
38 |
Tested for psionic powers |
6 |
38 |
Became a Psion (Psi-Warrrior) with the new title Psi-Soldier. |
6 |
41 |
Psionic abilities make Sanford Shelton uncomfortable to be around. One contact or ally becomes a rival. |
6 |
42 |
Promoted to Psion (Psi-Warrrior) rank 1. |