Term |
Age |
History |
---|
1 |
18 |
Entered Merchant Academy with the Business curriculum. |
1 |
22 |
Made lifelong friends. Gain 2 Allies. |
1 |
22 |
Dropped out of the merchant academy. |
2 |
22 |
Became a Navy (Flight) with the new title Crewman. |
2 |
23 |
Special assignment or duty on board ship. |
2 |
26 |
Promoted to Navy (Flight) rank 1 with the new title Able Spacehand. |
3 |
26 |
Continued as Navy (Flight). |
3 |
29 |
Velma Borthwell is tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival. |
4 |
29 |
Became a Citizen (Corporate). |
4 |
32 |
Lightly injured, no permanent damage. Fully recovered. |
5 |
32 |
Failed to qualify for Engineer/Gunner (Navy). |
5 |
32 |
Submitted to the draft. |
5 |
32 |
Returned to Navy (Flight). |
5 |
36 |
Velma Borthwell foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
5 |
36 |
Promoted to Navy (Flight) rank 2 with the new title Petty Officer, 3rd class. |
6 |
36 |
Continued as Navy (Flight). |
6 |
39 |
Special assignment or duty on board ship. |
6 |
40 |
Promoted to Navy (Flight) rank 3 with the new title Petty Officer, 2nd class. |
7 |
40 |
Attempted to change assignments. |
7 |
40 |
Failed to qualify for Engineer/Gunner (Navy). |
7 |
40 |
Continued as Navy (Flight). |
7 |
41 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |