Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Scavenger). |
1 |
19 |
Attempted a risky adventure and was wildly successful. |
2 |
22 |
Continued as Drifter (Scavenger). |
2 |
26 |
Betrayed by a friend. One of Nettie Mcarty's Contacts or Allies betrays Nettie Mcarty, ending Nettie Mcarty's career. That Contact or Ally becomes a Rival or Enemy. |
3 |
26 |
Became a Merchant (Broker). |
3 |
29 |
Nettie Mcarty's ship or starport is destroyed by criminals. Gain them as an Enemy. |
4 |
29 |
Failed to qualify for Cavalry (Army). |
4 |
29 |
Switched to Drifter (Wanderer). |
4 |
30 |
Nettie Mcarty do not know what happened to Nettie Mcarty. There is a gap in Nettie Mcarty's memory. |
5 |
30 |
Failed to qualify for Courier (Scout). |
5 |
30 |
Submitted to the draft. |
5 |
30 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
5 |
32 |
Nettie Mcarty join a gambling circle on board. |
5 |
34 |
Attempt at commissioned failed. |
5 |
34 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
6 |
34 |
Attempted to change assignments. |
6 |
34 |
Switched to Navy (Line/Crew) with previous rank. |
6 |
37 |
Nettie Mcarty foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
6 |
38 |
Promoted to Navy (Line/Crew) rank 2 with the new title Petty Officer, 3rd class. |