Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Corporate Agent (Agent). |
1 |
18 |
Became a Drifter (Barbarian). |
1 |
20 |
Encounter a Psionic institute. |
1 |
20 |
Tested for psionic powers |
1 |
22 |
Promoted to Drifter (Barbarian) rank 1. |
2 |
22 |
Became a Psion (Psi-Warrrior) with the new title Psi-Soldier. |
2 |
26 |
Attempt to use powers for personal gain, but it backfires. |
2 |
26 |
Promoted to Psion (Psi-Warrrior) rank 1. |
3 |
26 |
Continued as Psion (Psi-Warrrior). |
3 |
30 |
Pick up potentially useful information using Ervin Remmington's psychic powers. |
3 |
30 |
Promoted to Psion (Psi-Warrrior) rank 2 with the new title Knight. |
4 |
30 |
Continued as Psion (Psi-Warrrior). |
4 |
32 |
Pick up potentially useful information using Ervin Remmington's psychic powers. |
4 |
34 |
Promoted to Psion (Psi-Warrrior) rank 3. |
5 |
34 |
Continued as Psion (Psi-Warrrior). |
5 |
38 |
Experimented on by a corporation, government, or other organisation |
5 |
38 |
Promoted to Psion (Psi-Warrrior) rank 4. |
6 |
38 |
Continued as Psion (Psi-Warrrior). |
6 |
41 |
Experimented on by a corporation, government, or other organisation |
6 |
42 |
Promoted to Psion (Psi-Warrrior) rank 5 with the new title Master of Wills. |
7 |
42 |
Continued as Psion (Psi-Warrrior). |
7 |
46 |
Psionic abilities make Ervin Remmington uncomfortable to be around. One contact or ally becomes a rival. |
7 |
46 |
Promoted to Psion (Psi-Warrrior) rank 6. |
8 |
46 |
Continued as Psion (Psi-Warrrior). |
8 |
49 |
Psionic strength increases. |
8 |
50 |
Forced to muster out. |
9 |
50 |
Became a Agent (Intelligence). |
9 |
53 |
Go undercover to investigate an enemy. |
9 |
53 |
A police detective or rival criminal forces Ervin Remmington to flee and vows to hunt Ervin Remmington down. Gain an Enemy. |
9 |
54 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
10 |
54 |
Continued as Agent (Intelligence). |
10 |
57 |
Rewarded for a successful mission. |
10 |
58 |
Promoted to Agent (Intelligence) rank 2 with the new title Field Agent. |
11 |
58 |
Continued as Agent (Intelligence). |
11 |
60 |
Ervin Remmington's work ends up coming home with Ervin Remmington, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
12 |
60 |
Became a Entertainer (Artist). |
12 |
62 |
Go on a tour of the sector, visiting several worlds. Gain 1 Contacts. |
12 |
64 |
Promoted to Entertainer (Artist) rank 1. |
13 |
64 |
Aging Crisis. Owe 10,000 for medical bills. |
13 |
64 |
Retired at age 64. |
13 |
64 |
Continued as Entertainer (Artist). |
13 |
65 |
Ervin Remmington is betrayed by a peer. One Ally or Contact becomes a Rival or Enemy |
13 |
68 |
Promoted to Entertainer (Artist) rank 2. |
14 |
68 |
Aging Crisis. Owe 50,000 for medical bills. |
14 |
68 |
Continued as Entertainer (Artist). |
14 |
71 |
Works is especially well received and popular, making Ervin Remmington a minor celebrity |
15 |
72 |
Aging Crisis. Owe 10,000 for medical bills. |
15 |
72 |
Continued as Entertainer (Artist). |
15 |
74 |
An investigation, tour, project or expedition goes wrong, stranding Ervin Remmington far from home. |
16 |
74 |
Aging Crisis. Owe 10,000 for medical bills. |
16 |
74 |
Became a Believer (Mainstream Believer) with the new title Lay Person. |
16 |
76 |
Ervin Remmington is sent to a new community or parish to preach The Word among the poor. |
16 |
78 |
Promoted to Believer (Mainstream Believer) rank 1 with the new title Initiate. |
17 |
78 |
Aging Crisis. Owe 60,000 for medical bills. |
17 |
78 |
Voluntarily left Mainstream Believer |
17 |
78 |
Retired. |
17 |
79 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
18 |
82 |
Aging Crisis. Owe 20,000 for medical bills. |