Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
1 |
22 |
Refuse to abuse Junior Steward's position for profit. |
1 |
22 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
2 |
22 |
Attempted to change assignments. |
2 |
22 |
Failed to qualify for Flight (Navy). |
2 |
22 |
Continued as Navy (Engineer/Gunner). |
2 |
26 |
Junior Steward foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
2 |
26 |
Promoted to Navy (Engineer/Gunner) rank 2 with the new title Petty Officer, 3rd class. |
3 |
26 |
Continued as Navy (Engineer/Gunner). |
3 |
28 |
During a battle, defeat or victory depends on Junior Steward's actions. Junior Steward actions lead to an honorabe discharge. |
4 |
28 |
Became a Agent (Intelligence). |
4 |
31 |
Injured. Fully recovered. |
5 |
31 |
Failed to qualify for Free Trader (Merchant). |
5 |
31 |
Became a Drifter (Scavenger). |
5 |
35 |
A new romantic starts. Gain an Ally. |