Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Line/Crew) with the new title Crewman. |
1 |
21 |
Rick Middlemiss foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
1 |
22 |
Commissioned in Navy (Line/Crew) with the new title Ensign. |
1 |
22 |
Promoted to Navy (Line/Crew) officer rank 2 with the new title Sublieutenant. |
2 |
22 |
Attempted to change assignments. |
2 |
22 |
Failed to qualify for Flight (Navy). |
2 |
22 |
Continued as Navy (Line/Crew). |
2 |
25 |
Lightly injured, no permanent damage. Fully recovered. |
3 |
25 |
Became a Merchant (Free Trader). |
3 |
28 |
Rick Middlemiss's ship or starport is destroyed by criminals. Gain them as an Enemy. |
4 |
28 |
Failed to qualify for Worker (Citizen). |
4 |
28 |
Submitted to the draft. |
4 |
28 |
Switched to Merchant (Merchant Marine) with the new title Crewman. |
4 |
32 |
A series of bad deals and decisions force Rick Middlemiss into bankruptcy. Rick Middlemiss salvages what Rick Middlemiss can. |
5 |
32 |
Became a Scholar (Field Researcher). |
5 |
35 |
Victim of a crime |
6 |
36 |
Attempted to change assignments. |
6 |
36 |
Switched to Scholar (Scientist) with previous rank. |
6 |
40 |
Work for an eccentric but brilliant mentor, who becomes an Ally. |