Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Scavenger). |
1 |
21 |
Encounter a Psionic institute. |
1 |
21 |
Tested for psionic powers |
2 |
22 |
Became a Psion (Adept). |
2 |
23 |
Gain a contact outside of normal circles. |
2 |
26 |
Promoted to Psion (Adept) rank 1 with the new title Initiate. |
3 |
26 |
Continued as Psion (Adept). |
3 |
28 |
Telepathically contact something dangerous. Suffer from persistent and terrifying nightmares. |
4 |
28 |
Failed to qualify for Thief (Rogue). |
4 |
28 |
Returned to Drifter (Scavenger). |
4 |
31 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
5 |
31 |
Failed to qualify for Line/Crew (Navy). |
5 |
31 |
Switched to Drifter (Wanderer). |
5 |
34 |
Find valuable salvage. |
5 |
35 |
Promoted to Drifter (Wanderer) rank 1. |
6 |
35 |
Continued as Drifter (Wanderer). |
6 |
38 |
Suffer from a life-threatening illness. |
7 |
38 |
Became a Citizen (Colonist). |
7 |
42 |
Grant Jemmy learn something Grant Jemmy should not have – a corporate secret, a political scandal – which Grant Jemmy can profit from illegally. |
7 |
42 |
Promoted to Citizen (Colonist) rank 1. |
8 |
42 |
Continued as Citizen (Colonist). |
8 |
45 |
A new romantic starts. Gain an Ally. |
8 |
46 |
Promoted to Citizen (Colonist) rank 2 with the new title Settler. |
9 |
46 |
Continued as Citizen (Colonist). |
9 |
50 |
Grant Jemmy befriend a superior in the corporation or the colony. |
9 |
50 |
Promoted to Citizen (Colonist) rank 3. |