Term |
Age |
History |
---|
1 |
18 |
Entered Military Academy(Naval Academy) |
1 |
20 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
1 |
22 |
Graduated. |
2 |
22 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
2 |
24 |
Mertie Weakman join a gambling circle on board. |
2 |
26 |
Commissioned in Navy (Engineer/Gunner) with the new title Ensign. |
2 |
26 |
Promoted to Navy (Engineer/Gunner) officer rank 2 with the new title Sublieutenant. |
3 |
26 |
Voluntarily left Engineer/Gunner |
3 |
26 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
3 |
28 |
Mertie Weakman refused an offer of inducements to betray Mertie Weakman's faith. Gain 1 enemies. |
3 |
30 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |
4 |
30 |
Continued as Believer (Missionary/Humanitarian). |
4 |
33 |
Opponents of Mertie Weakman's belief system ambush Mertie Weakman. |
4 |
33 |
Injured. Fully recovered. Owe 5,000 for medical bills. |
5 |
33 |
Became a Drifter (Wanderer). |
5 |
35 |
Moved to a new world. |
5 |
37 |
Promoted to Drifter (Wanderer) rank 1. |
6 |
37 |
Continued as Drifter (Wanderer). |
6 |
41 |
Promoted to Drifter (Wanderer) rank 2. |
7 |
41 |
Continued as Drifter (Wanderer). |
7 |
43 |
Find an Alien Artifact. |
7 |
45 |
Promoted to Drifter (Wanderer) rank 3. |
8 |
45 |
Continued as Drifter (Wanderer). |
8 |
46 |
Nearly killed. Fully recovered. Owe 30,000 for medical bills. |
9 |
46 |
Became a Citizen (Corporate). |
9 |
49 |
Refused to co-operate with investigation by the planetary authorities. Gain an Ally |
10 |
49 |
Became a Noble (Diplomat) with the new title Intern. |
10 |
51 |
A new romantic starts. Gain an Ally. |
11 |
53 |
Voluntarily left Diplomat |
11 |
53 |
Returned to Citizen (Corporate). |
11 |
54 |
Mertie Weakman rise to a position of power in Mertie Weakman's colony or corporation. |
11 |
57 |
Promoted to Citizen (Corporate) rank 1. |