Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Flight) with the new title Crewman. |
1 |
21 |
Myrtle Fisher foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
1 |
22 |
Attempt at commissioned failed. |
1 |
22 |
Promoted to Navy (Flight) rank 1 with the new title Able Spacehand. |
2 |
22 |
Continued as Navy (Flight). |
2 |
24 |
Myrtle Fisher is blamed for an accident that causes the death of several crew members. Myrtle Fisher's guilt drives Myrtle Fisher to excel. |
3 |
24 |
Became a Entertainer (Performer). |
3 |
25 |
Myrtle Fisher is betrayed by a peer. One Ally or Contact becomes a Rival or Enemy |
4 |
25 |
Became a Merchant (Broker). |
4 |
28 |
A good deal ensures Myrtle Fisher is living the high life for a few years. |
5 |
29 |
Continued as Merchant (Broker). |
5 |
32 |
Given advanced training in a specialist field |
6 |
33 |
Continued as Merchant (Broker). |
6 |
36 |
Risk Myrtle Fisher's fortune on a possibility lucrative deal and win. |
6 |
37 |
Forced to muster out. |
7 |
37 |
Failed to qualify for Field Researcher (Scholar). |
7 |
37 |
Became a Drifter (Wanderer). |
7 |
41 |
Lightly injured, no permanent damage. Fully recovered. |
7 |
41 |
Promoted to Drifter (Wanderer) rank 1. |