Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Flight) with the new title Crewman. |
1 |
21 |
Jessie Learmonth foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
1 |
22 |
Promoted to Navy (Flight) rank 1 with the new title Able Spacehand. |
2 |
22 |
Continued as Navy (Flight). |
2 |
23 |
Commanding officer takes an interest in Jessie Learmonth's career. |
2 |
26 |
Promoted to Navy (Flight) rank 2 with the new title Petty Officer, 3rd class. |
3 |
26 |
Attempted to change assignments. |
3 |
26 |
Switched to Navy (Engineer/Gunner) with previous rank. |
3 |
28 |
Vessel participates in a diplomatic mission. |
3 |
28 |
Gain a contact. |
4 |
30 |
Continued as Navy (Engineer/Gunner). |
4 |
34 |
Moved to a new world. |
4 |
34 |
Promoted to Navy (Engineer/Gunner) rank 3 with the new title Petty Officer, 2nd class. |
5 |
34 |
Continued as Navy (Engineer/Gunner). |
5 |
36 |
Advanced training in a specialist field. |
5 |
38 |
Promoted to Navy (Engineer/Gunner) rank 4 with the new title Petty Officer, 1st class. |
6 |
38 |
Continued as Navy (Engineer/Gunner). |
6 |
39 |
Advanced training in a specialist field. |
6 |
42 |
Promoted to Navy (Engineer/Gunner) rank 5 with the new title Chief Petty Officer. |
7 |
42 |
Attempted to change assignments. |
7 |
42 |
Failed to qualify for Flight (Navy). |
7 |
42 |
Continued as Navy (Engineer/Gunner). |
7 |
46 |
Advanced training in a specialist field. |
7 |
46 |
Forced to muster out. |
8 |
46 |
Became a Agent (Corporate Agent). |
8 |
48 |
Advanced training in a specialist field. |
8 |
50 |
Promoted to Agent (Corporate Agent) rank 1 with the new title Agent. |
9 |
50 |
Voluntarily left Corporate Agent |
9 |
50 |
Failed to qualify for Field Researcher (Scholar). |
9 |
50 |
Became a Drifter (Wanderer). |
9 |
53 |
Drafted into Explorer |
9 |
54 |
Promoted to Drifter (Wanderer) rank 1. |
10 |
54 |
Became a Scout (Explorer). |
10 |
58 |
Lost eye or limb. Owe 2,500 for medical bills. |
11 |
58 |
Returned to Drifter (Wanderer). |
11 |
62 |
Scarred. Fully recovered. Owe 5,000 for medical bills. |
12 |
62 |
Became a Merchant (Free Trader). |
12 |
66 |
A sudden war destroys Jessie Learmonth's trade routes and contacts, forcing Jessie Learmonth to flee that region of space. |
12 |
66 |
Gain rebels as Enemy |
13 |
66 |
Aging Crisis. Owe 30,000 for medical bills. |
13 |
66 |
Retired at age 66. |
13 |
66 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
13 |
67 |
Jessie Learmonth is chosen to represent Jessie Learmonth's faith in a vid show or other highly public forum. |
13 |
70 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |
14 |
70 |
Aging Crisis. Owe 50,000 for medical bills. |
14 |
70 |
Continued as Believer (Missionary/Humanitarian). |
14 |
73 |
Jessie Learmonth refuse to secretly provide religious rites for a dying leader or noble, because they do not share Jessie Learmonth's faith. |
15 |
74 |
Aging Crisis. Owe 10,000 for medical bills. |
15 |
74 |
Continued as Believer (Missionary/Humanitarian). |
15 |
75 |
Jessie Learmonth refuse to secretly provide religious rites for a dying leader or noble, because they do not share Jessie Learmonth's faith. |
15 |
78 |
Promoted to Believer (Missionary/Humanitarian) rank 2 with the new title Team Leader. |
16 |
78 |
Aging Crisis. Owe 40,000 for medical bills. |
16 |
78 |
Continued as Believer (Missionary/Humanitarian). |
16 |
80 |
Jessie Learmonth aid a follower back to the True Path but this angers a friend or relative. Gain an Enemy. |
17 |
80 |
Aging Crisis. Owe 60,000 for medical bills. |