Term |
Age |
History |
---|
1 |
18 |
Tested for psionic powers |
1 |
18 |
Entered a psionic community. |
1 |
21 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
1 |
22 |
Graduated. Gain an rival who is upset that Philip George left the community. |
2 |
22 |
Failed to qualify for Engineer/Gunner (Navy). |
2 |
22 |
Became a Drifter (Scavenger). |
2 |
26 |
Amnesia. |
2 |
26 |
Promoted to Drifter (Scavenger) rank 1. |
3 |
26 |
Continued as Drifter (Scavenger). |
3 |
27 |
Survived a risky adventure but gained nothing. |
3 |
30 |
Promoted to Drifter (Scavenger) rank 2. |
4 |
30 |
Continued as Drifter (Scavenger). |
4 |
34 |
Drafted into Merchant Marine |
4 |
34 |
Promoted to Drifter (Scavenger) rank 3. |
5 |
34 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
5 |
37 |
Given advanced training in a specialist field |
5 |
38 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
6 |
38 |
Continued as Merchant (Merchant Marine). |
6 |
42 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
7 |
42 |
Continued as Merchant (Merchant Marine). |
7 |
44 |
Embroiled in legal trouble. |
8 |
46 |
Continued as Merchant (Merchant Marine). |
8 |
47 |
A good deal ensures Philip George is living the high life for a few years. |
9 |
50 |
Continued as Merchant (Merchant Marine). |
9 |
51 |
Make an unexpected connection outside Philip George's normal circles. Gain a Contact. |
9 |
54 |
Forced to muster out. |