Term |
Age |
History |
---|
1 |
18 |
Entered the school of hard knocks. |
1 |
21 |
A prank goes horribly wrong. Gain an Enemy |
1 |
22 |
Graduated. |
2 |
22 |
Failed to qualify for Enforcer (Rogue). |
2 |
22 |
Submitted to the draft. |
2 |
22 |
Became a Navy (Line/Crew) with the new title Crewman. |
2 |
25 |
Kur Ekidaid Inbarmar foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
2 |
26 |
Promoted to Navy (Line/Crew) rank 1 with the new title Able Spacehand. |
3 |
26 |
Continued as Navy (Line/Crew). |
3 |
28 |
Kur Ekidaid Inbarmar join a gambling circle on board. |
3 |
30 |
Promoted to Navy (Line/Crew) rank 2 with the new title Petty Officer, 3rd class. |
4 |
30 |
Voluntarily left Line/Crew |
4 |
30 |
Failed to qualify for Thief (Rogue). |
4 |
30 |
Became a Drifter (Scavenger). |
4 |
33 |
Kur Ekidaid Inbarmar run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
5 |
33 |
Switched to Navy (Engineer/Gunner) with previous rank. |
5 |
36 |
Vessel participates in a diplomatic mission. |
5 |
36 |
Gain a contact. |
6 |
37 |
Continued as Navy (Engineer/Gunner). |
6 |
38 |
Vessel participates in a notable military engagement. |
6 |
41 |
Promoted to Navy (Engineer/Gunner) rank 3 with the new title Petty Officer, 2nd class. |