Term |
Age |
History |
---|
1 |
18 |
Tested for psionic powers |
1 |
18 |
Entered a psionic community. |
1 |
22 |
Graduated. Gain an rival who is upset that Walker Mar left the community. |
2 |
22 |
Became a Citizen (Colonist). |
2 |
26 |
Good fortune |
2 |
26 |
Promoted to Citizen (Colonist) rank 1. |
3 |
26 |
Continued as Citizen (Colonist). |
3 |
29 |
Political upheaval strikes Walker Mar's homeworld, and Walker Mar is caught up in the revolution. |
3 |
30 |
Promoted to Citizen (Colonist) rank 2 with the new title Settler. |
4 |
30 |
Continued as Citizen (Colonist). |
4 |
34 |
Gained a contact. |
4 |
34 |
Forced to continue current assignment. |
4 |
34 |
Promoted to Citizen (Colonist) rank 3. |
5 |
34 |
Continued as Citizen (Colonist). |
5 |
35 |
Gained a contact. |
5 |
38 |
Promoted to Citizen (Colonist) rank 4 with the new title Explorer. |
6 |
38 |
Continued as Citizen (Colonist). |
6 |
41 |
Refused to co-operate with investigation by the planetary authorities. Gain an Ally |
7 |
41 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
7 |
42 |
Risk Walker Mar's fortune on a possibility lucrative deal and win. |
7 |
45 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
8 |
45 |
Continued as Merchant (Merchant Marine). |
8 |
46 |
Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
8 |
49 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |