Term |
Age |
History |
---|
1 |
18 |
Entered Military Academy(Naval Academy) |
1 |
20 |
A prank goes horribly wrong. Gain an Enemy |
1 |
22 |
Graduated. |
2 |
22 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
2 |
26 |
Orange Cooper foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
2 |
26 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
3 |
26 |
Continued as Navy (Engineer/Gunner). |
3 |
29 |
Special assignment or duty on board ship. |
3 |
30 |
Promoted to Navy (Engineer/Gunner) rank 2 with the new title Petty Officer, 3rd class. |
4 |
30 |
Voluntarily left Engineer/Gunner |
4 |
30 |
Became a Agent (Law Enforcement) with the new title Rookie. |
4 |
33 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
5 |
33 |
Became a Citizen (Colonist). |
5 |
36 |
Orange Cooper befriend a superior in the corporation or the colony. |