Term |
Age |
History |
---|
1 |
18 |
Entered Military Academy(Army Academy) |
1 |
21 |
A prank goes horribly wrong. Gain a Rival. |
1 |
22 |
Dropped out of military academy. |
2 |
22 |
Failed to qualify for Line/Crew (Navy). |
2 |
22 |
Submitted to the draft. |
2 |
22 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
23 |
Sheila Williamson's ship or starport is destroyed by criminals. Gain them as an Enemy. |
3 |
23 |
Became a Scout (Surveyor). |
3 |
24 |
Psychologically damaged by Sheila Williamson's time in the scouts. |
4 |
24 |
Became a Navy (Flight). |
4 |
27 |
During a battle, defeat or victory depends on Sheila Williamson's actions. The ship suffers severe damage and Sheila Williamson is blamed for the disaster. Sheila Williamson is court - martialled and discharged. |
5 |
27 |
Became a Scholar (Scientist). |
5 |
31 |
Assigned to work on a secret project for a patron or organisation. |
5 |
31 |
Promoted to Scholar (Scientist) rank 1. |
6 |
31 |
Voluntarily left Scientist |
6 |
31 |
Switched to Merchant (Free Trader). |
6 |
32 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
6 |
35 |
Promoted to Merchant (Free Trader) rank 1. |