Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Flight) with the new title Crewman. |
1 |
21 |
Doyle Jephcots join a gambling circle on board. |
1 |
22 |
Promoted to Navy (Flight) rank 1 with the new title Able Spacehand. |
2 |
22 |
Continued as Navy (Flight). |
2 |
25 |
Doyle Jephcots is tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival. |
3 |
25 |
Became a Army (Infantry) with the new title Private. |
3 |
26 |
Sent to a very unpleasant region (jungle, swamp, desert, icecap, urban) to battle against guerrilla fighters and rebels. Discharged because of stress, injury or because the government wishes to bury the whole incident. |
3 |
26 |
Gain rebels as Enemy |
4 |
26 |
Failed to qualify for Free Trader (Merchant). |
4 |
26 |
Submitted to the draft. |
4 |
26 |
Returned to Navy (Flight). |
4 |
29 |
Moved to a new world. |
4 |
30 |
Promoted to Navy (Flight) rank 2 with the new title Petty Officer, 3rd class. |
5 |
30 |
Continued as Navy (Flight). |
5 |
32 |
Nearly killed. Fully recovered. Owe 7,500 for medical bills. |
6 |
32 |
Became a Agent (Intelligence). |
6 |
35 |
Lost eye or limb. Fully recovered. Owe 2,500 for medical bills. |
7 |
35 |
Became a Scout (Courier). |
7 |
38 |
Doyle Jephcots's scout ship is one of the first on the scene to rescue the survivors of a disaster but Doyle Jephcots fail to help. Gain an Enemy. |
7 |
38 |
Psychologically damaged by Doyle Jephcots's time in the scouts. |