Term |
Age |
History |
---|
1 |
18 |
Entered the school of hard knocks. |
1 |
21 |
Contacted by an underground psionic group. |
1 |
22 |
Failed in the school of hard knocks. |
2 |
22 |
Became a Scout (Surveyor). |
2 |
25 |
Shane Saxon's ship is damaged, and Shane Saxon have to hitch-hike Shane Saxon's way back across the stars to the nearest scout base. |
2 |
25 |
Gain 3 Contacts. Gain 1 Enemies. |
3 |
25 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
3 |
28 |
Risk Shane Saxon's fortune on a possibility lucrative deal and win. |
4 |
29 |
Continued as Merchant (Merchant Marine). |
4 |
31 |
Given advanced training in a specialist field |
4 |
33 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
5 |
33 |
Continued as Merchant (Merchant Marine). |
5 |
36 |
Make an unexpected connection outside Shane Saxon's normal circles. Gain a Contact. |
5 |
37 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
6 |
37 |
Continued as Merchant (Merchant Marine). |
6 |
38 |
Make an unexpected connection outside Shane Saxon's normal circles. Gain a Contact. |
7 |
41 |
Voluntarily left Merchant Marine |
7 |
41 |
Became a Citizen (Colonist). |
7 |
43 |
Shane Saxon is rewarded for Shane Saxon's diligence or cunning. |
7 |
45 |
Promoted to Citizen (Colonist) rank 1. |
8 |
45 |
Continued as Citizen (Colonist). |
8 |
46 |
Spent time maintaining and using heavy vehicles. |