Term |
Age |
History |
---|
1 |
18 |
Entered the school of hard knocks. |
1 |
22 |
A prank goes horribly wrong. Gain a Rival. |
1 |
22 |
Failed in the school of hard knocks. |
2 |
22 |
Became a Scout (Surveyor). |
2 |
23 |
Spend several years jumping from world to world in Reginald Morrison's scout ship. |
3 |
26 |
Continued as Scout (Surveyor). |
3 |
30 |
Reginald Morrison's scout ship is one of the first on the scene to rescue the survivors of a disaster but Reginald Morrison fail to help. Gain an Enemy. |
3 |
30 |
Lightly injured, no permanent damage. Fully recovered. |
4 |
30 |
Continued as Scout (Surveyor). |
4 |
34 |
Reginald Morrison's ship is ambushed by enemy vessels. Attempted to bargain with them but fail and the ship is destroyed. |
5 |
34 |
Became a Scholar (Field Researcher). |
5 |
35 |
Work for an eccentric but brilliant mentor, who becomes an Ally. |
5 |
38 |
Promoted to Scholar (Field Researcher) rank 1. |
6 |
38 |
Continued as Scholar (Field Researcher). |
6 |
42 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
6 |
42 |
Promoted to Scholar (Field Researcher) rank 2. |
7 |
42 |
Continued as Scholar (Field Researcher). |
7 |
45 |
An expedition or voyage goes wrong, leaving Reginald Morrison stranded in the wilderness. |