Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Explorer). |
1 |
20 |
Clair Hopkins's ship is damaged, and Clair Hopkins have to hitch-hike Clair Hopkins's way back across the stars to the nearest scout base. |
1 |
20 |
Gain 2 Contacts. Gain 2 Enemies. |
2 |
20 |
Failed to qualify for Enforcer (Rogue). |
2 |
20 |
Became a Drifter (Wanderer). |
2 |
22 |
Spend time with an alien race. Gain a contact. |
2 |
24 |
Promoted to Drifter (Wanderer) rank 1. |
3 |
24 |
Continued as Drifter (Wanderer). |
3 |
27 |
Find valuable salvage. |
3 |
28 |
Promoted to Drifter (Wanderer) rank 2. |
4 |
28 |
Continued as Drifter (Wanderer). |
5 |
32 |
Continued as Drifter (Wanderer). |
5 |
36 |
Betrayed by a friend. One of Clair Hopkins's Contacts or Allies betrays Clair Hopkins, ending Clair Hopkins's career. That Contact or Ally becomes a Rival or Enemy. |
6 |
36 |
Became a Believer (Mainstream Believer) with the new title Lay Person. |
6 |
38 |
Clair Hopkins secretly provide religious rites for a dying leader or noble, although they do not share Clair Hopkins's faith. Gain an Ally in the family and a Rival who disagrees with Clair Hopkins's choice. |
7 |
40 |
Continued as Believer (Mainstream Believer). |
7 |
41 |
A notable academic consults with Clair Hopkins about a publication or documentary he is working on. Gain a Contact in academia. |