Term |
Age |
History |
---|
1 |
18 |
Tested for psionic powers |
1 |
18 |
Entered a psionic community. |
1 |
20 |
Made lifelong friends. Gain 1 Allies. |
1 |
22 |
Graduated. Gain an rival who is upset that Dale Barrett left the community. |
2 |
22 |
Failed to qualify for Marine Support (Marine). |
2 |
22 |
Submitted to the draft. |
2 |
22 |
Became a Agent (Law Enforcement) with the new title Rookie. |
2 |
23 |
Dale Barrett's work ends up coming home with Dale Barrett, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
3 |
23 |
Became a Navy (Line/Crew) with the new title Crewman. |
3 |
24 |
Severely injured. Fully recovered. |
4 |
24 |
Became a Merchant (Merchant Marine). |
4 |
28 |
Make an unexpected connection outside Dale Barrett's normal circles. Gain a Contact. |
5 |
28 |
Continued as Merchant (Merchant Marine). |
5 |
32 |
Given advanced training in a specialist field |