Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Naval Academy (Military Academy). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
20 |
Risk Evert Newman's fortune on a possibility lucrative deal and win. |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
25 |
Make an unexpected connection outside Evert Newman's normal circles. Gain a Contact. |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
29 |
Evert Newman's ship or starport is destroyed by criminals. Gain them as an Enemy. |
4 |
29 |
Became a Navy (Engineer/Gunner). |
4 |
33 |
Vessel participates in a diplomatic mission. |
4 |
33 |
Gain a contact. |
4 |
33 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
5 |
33 |
Attempted to change assignments. |
5 |
33 |
Failed to qualify for Line/Crew (Navy). |
5 |
33 |
Continued as Navy (Engineer/Gunner). |
5 |
34 |
Severely injured. |
6 |
34 |
Switched to Merchant (Free Trader). |
6 |
37 |
Injured. Fully recovered. Owe 2,500 for medical bills. |
7 |
37 |
Failed to qualify for Explorer (Scout). |
7 |
37 |
Became a Drifter (Wanderer). |
7 |
40 |
Attempted a risky adventure and was injured. |
7 |
40 |
Severely injured. Owe 25,000 for medical bills. |
7 |
41 |
Promoted to Drifter (Wanderer) rank 1. |