Term |
Age |
History |
---|
1 |
18 |
Entered Merchant Academy with the Business curriculum. |
1 |
20 |
A prank goes horribly wrong. Gain a Rival. |
1 |
20 |
Dropped out of the merchant academy. |
2 |
20 |
Failed to qualify for Law Enforcement (Agent). |
2 |
20 |
Became a Drifter (Scavenger). |
2 |
24 |
Drafted into Merchant Marine |
3 |
24 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
28 |
Voluntarily left Merchant Marine |
4 |
28 |
Became a Navy (Line/Crew). |
4 |
31 |
Margarita Magrath foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
5 |
32 |
Continued as Navy (Line/Crew). |
5 |
36 |
Gained a contact. |
6 |
36 |
Continued as Navy (Line/Crew). |
6 |
38 |
Vessel participates in a diplomatic mission. |
6 |
40 |
Promoted to Navy (Line/Crew) rank 1 with the new title Able Spacehand. |
7 |
40 |
Continued as Navy (Line/Crew). |
7 |
43 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |