Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
27 |
Failed as a colonist. |
2 |
27 |
Became a Agent (Intelligence). |
2 |
28 |
Victim of a crime |
2 |
31 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
3 |
31 |
Continued as Agent (Intelligence). |
3 |
33 |
Refused a deal with criminal or other figure under investigation. Gain an Enemy |
4 |
33 |
Failed to qualify for Pirate (Rogue). |
4 |
33 |
Became a Drifter (Scavenger). |
4 |
35 |
Offered job by a patron. Now owe him a favor. |
4 |
37 |
Forced to muster out. |
5 |
37 |
Became a Navy (Line/Crew) with the new title Crewman. |
5 |
38 |
Injured. Fully recovered. |
5 |
41 |
Commissioned in Navy (Line/Crew) with the new title Ensign. |
6 |
41 |
Voluntarily left Line/Crew |
6 |
41 |
Returned to Drifter (Scavenger). |
6 |
42 |
Encounter a Psionic institute. |
6 |
42 |
Tested for psionic powers |
6 |
45 |
Promoted to Drifter (Scavenger) rank 1. |
7 |
45 |
Became a Psion (Wild Talent). |
7 |
46 |
Refuse to misuse powers for personal gain. |
8 |
49 |
Continued as Psion (Wild Talent). |
8 |
50 |
Pick up potentially useful information using Irwin Hall's psychic powers. |