Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Intelligence (Agent). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
21 |
A series of bad deals and decisions force John Cowen into bankruptcy. John Cowen salvages what John Cowen can. |
2 |
21 |
Became a Scholar (Field Researcher). |
2 |
24 |
An expedition or voyage goes wrong, leaving John Cowen stranded in the wilderness. |
3 |
24 |
Became a Drifter (Barbarian). |
3 |
26 |
Betrayed by a friend. One of John Cowen's Contacts or Allies betrays John Cowen, ending John Cowen's career. That Contact or Ally becomes a Rival or Enemy. |
4 |
26 |
Failed to qualify for Marine Support (Marine). |
4 |
26 |
Switched to Drifter (Scavenger). |
4 |
28 |
Find Ancient Technology. |
4 |
30 |
Promoted to Drifter (Scavenger) rank 1. |
5 |
30 |
Continued as Drifter (Scavenger). |
5 |
34 |
Find an Alien Artifact. |
5 |
34 |
Promoted to Drifter (Scavenger) rank 2. |
6 |
34 |
Continued as Drifter (Scavenger). |
6 |
38 |
Promoted to Drifter (Scavenger) rank 3. |
7 |
38 |
Continued as Drifter (Scavenger). |
7 |
41 |
Encounter a Psionic institute. |
7 |
41 |
Tested for psionic powers |
7 |
42 |
Promoted to Drifter (Scavenger) rank 4. |
8 |
42 |
Continued as Drifter (Scavenger). |
8 |
46 |
Find valuable salvage. |
8 |
46 |
Forced to muster out. |