Term |
Age |
History |
---|
1 |
18 |
Tested for psionic powers |
1 |
18 |
Entered a psionic community. |
1 |
21 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
1 |
22 |
Graduated. Gain an rival who is upset that Phil Fawns left the community. |
2 |
22 |
Became a Entertainer (Journalist). |
2 |
24 |
An investigation, tour, project or expedition goes wrong, stranding Phil Fawns far from home. |
3 |
24 |
Became a Navy (Line/Crew) with the new title Crewman. |
3 |
26 |
Vessel participates in a diplomatic mission. |
3 |
28 |
Commissioned in Navy (Line/Crew) with the new title Ensign. |
3 |
28 |
Promoted to Navy (Line/Crew) officer rank 2 with the new title Sublieutenant. |
4 |
28 |
Attempted to change assignments. |
4 |
28 |
Switched to Navy (Engineer/Gunner) with previous rank. |
4 |
32 |
Phil Fawns foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
4 |
32 |
Promoted to Navy (Engineer/Gunner) officer rank 3 with the new title Lieutenant. |
5 |
32 |
Voluntarily left Engineer/Gunner |
5 |
32 |
Became a Scout (Explorer). |
5 |
33 |
Phil Fawns's ship is damaged, and Phil Fawns have to hitch-hike Phil Fawns's way back across the stars to the nearest scout base. |
5 |
33 |
Gain 4 Contacts. Gain 1 Enemies. |
6 |
33 |
Became a Merchant (Free Trader). |
6 |
35 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
6 |
37 |
Promoted to Merchant (Free Trader) rank 1. |
7 |
37 |
Continued as Merchant (Free Trader). |
7 |
41 |
A good deal ensures Phil Fawns is living the high life for a few years. |
7 |
41 |
Promoted to Merchant (Free Trader) rank 2. |
8 |
41 |
Continued as Merchant (Free Trader). |
8 |
45 |
Promoted to Merchant (Free Trader) rank 3 with the new title Experienced Trader. |