Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Courier). |
1 |
20 |
When dealing with an alien race, Freddie Askew botch an opportunity to gather extra intelligence about them. |
1 |
20 |
Lightly injured, no permanent damage. Fully recovered. |
2 |
22 |
Continued as Scout (Courier). |
2 |
25 |
Freddie Askew's ship is damaged, and Freddie Askew have to hitch-hike Freddie Askew's way back across the stars to the nearest scout base. |
2 |
25 |
Gain 3 Contacts. Gain 2 Enemies. |
3 |
25 |
Became a Scholar (Field Researcher). |
3 |
28 |
Freddie Askew's work is sabotaged by unknown parties. Freddie Askew may salvage what Freddie Askew can and give up. |
4 |
28 |
Failed to qualify for Star Marine (Marine). |
4 |
28 |
Submitted to the draft. |
4 |
28 |
Became a Navy (Flight) with the new title Crewman. |
4 |
30 |
Freddie Askew join a gambling circle on board. |
4 |
32 |
Commissioned in Navy (Flight) with the new title Ensign. |
4 |
32 |
Promoted to Navy (Flight) officer rank 2 with the new title Sublieutenant. |
5 |
32 |
Attempted to change assignments. |
5 |
32 |
Switched to Navy (Engineer/Gunner) with previous rank. |
5 |
36 |
Freddie Askew foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
5 |
36 |
Promoted to Navy (Engineer/Gunner) officer rank 3 with the new title Lieutenant. |
6 |
36 |
Continued as Navy (Engineer/Gunner). |
6 |
39 |
Accused of a crime |
7 |
40 |
Became a Prisoner (Fixer). |
7 |
44 |
Defeated a prison gang. Gain an Enemy. |
8 |
44 |
Switched to Prisoner (Inmate) with previous rank. |
8 |
48 |
Make friends with another inmate; gain them as a Contact. |
9 |
48 |
Aging Crisis. Owe 20,000 for medical bills. |
9 |
48 |
Retired at age 48. |