Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Flight) with the new title Crewman. |
1 |
22 |
Good fortune |
1 |
22 |
Promoted to Navy (Flight) rank 1 with the new title Able Spacehand. |
2 |
22 |
Continued as Navy (Flight). |
2 |
24 |
Good fortune |
2 |
26 |
Promoted to Navy (Flight) rank 2 with the new title Petty Officer, 3rd class. |
3 |
26 |
Voluntarily left Flight |
3 |
26 |
Failed to qualify for Infantry (Army). |
3 |
26 |
Submitted to the draft. |
3 |
26 |
Became a Scout (Surveyor). |
3 |
29 |
Psychologically damaged by Melvina Walker's time in the scouts. |
4 |
29 |
Returned to Navy (Flight). |
4 |
33 |
Melvina Walker foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
4 |
33 |
Promoted to Navy (Flight) rank 3 with the new title Petty Officer, 2nd class. |
5 |
33 |
Continued as Navy (Flight). |
5 |
37 |
Advanced training in a specialist field. |
5 |
37 |
Promoted to Navy (Flight) rank 4 with the new title Petty Officer, 1st class. |
6 |
37 |
Voluntarily left Flight |
6 |
37 |
Became a Agent (Corporate Agent). |
6 |
38 |
Go undercover to investigate an enemy. |
6 |
39 |
Spent time maintaining and using heavy vehicles. |
6 |
41 |
Promoted to Agent (Corporate Agent) rank 1 with the new title Agent. |
7 |
41 |
Continued as Agent (Corporate Agent). |
7 |
43 |
Established a network of contacts. Gain 1 contacts. |
7 |
45 |
Promoted to Agent (Corporate Agent) rank 2 with the new title Field Agent. |
8 |
45 |
Continued as Agent (Corporate Agent). |
8 |
47 |
Severely injured. Fully recovered. |
9 |
47 |
Became a Citizen (Colonist). |
9 |
51 |
Co-operate with investigation by the planetary authorities. The business or colony is shut down. |
10 |
51 |
Switched to Agent (Intelligence). |
10 |
52 |
Melvina Walker's work ends up coming home with Melvina Walker, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
11 |
52 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
11 |
53 |
Melvina Walker accepted an offer of inducements to betray Melvina Walker's faith. Gain 350,000 in cash. |
11 |
56 |
Forced to muster out. |
12 |
56 |
Aging Crisis. Owe 20,000 for medical bills. |
12 |
56 |
Retired at age 56. |
12 |
56 |
Retired. |
12 |
60 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
13 |
60 |
Aging Crisis. Owe 60,000 for medical bills. |
13 |
63 |
A new romantic starts. Gain an Ally. |
14 |
64 |
Aging Crisis. Owe 50,000 for medical bills. |
14 |
67 |
Betrayal. Convert an Ally into a Rival or Enemy. |
15 |
68 |
Aging Crisis. Owe 60,000 for medical bills. |
15 |
71 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
16 |
72 |
Aging Crisis. Owe 20,000 for medical bills. |
16 |
73 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
17 |
76 |
Aging Crisis. Owe 10,000 for medical bills. |