Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Artist (Entertainer). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
1 |
20 |
Mart Palmer foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
1 |
22 |
Commissioned in Navy (Engineer/Gunner) with the new title Ensign. |
1 |
22 |
Forced to continue current assignment |
1 |
22 |
Promoted to Navy (Engineer/Gunner) officer rank 2 with the new title Sublieutenant. |
2 |
22 |
Continued as Navy (Engineer/Gunner). |
2 |
25 |
Vessel participates in a notable military engagement. |
3 |
26 |
Attempted to change assignments. |
3 |
26 |
Failed to qualify for Flight (Navy). |
3 |
26 |
Continued as Navy (Engineer/Gunner). |
3 |
28 |
Good fortune |
3 |
30 |
Promoted to Navy (Engineer/Gunner) officer rank 3 with the new title Lieutenant. |
4 |
30 |
Continued as Navy (Engineer/Gunner). |
4 |
31 |
During a battle, defeat or victory depends on Mart Palmer's actions. The ship suffers severe damage and Mart Palmer is blamed for the disaster. Mart Palmer is court - martialled and discharged. |
5 |
31 |
Became a Agent (Intelligence). |
5 |
35 |
Mart Palmer's work ends up coming home with Mart Palmer, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
6 |
35 |
Became a Noble (Diplomat) with the new title Intern. |
6 |
38 |
Mart Palmer manipulate and charm Mart Palmer's way through high society. Gain a Rival and an Ally. |
6 |
39 |
Promoted to Noble (Diplomat) rank 1 with the new title 3rd Secretary. |
7 |
39 |
Aging Crisis. Owe 30,000 for medical bills. |
7 |
39 |
Retired at age 39. |