Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Cavalry (Army). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
1 |
19 |
Wilmer Williams foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
2 |
22 |
Attempted to change assignments. |
2 |
22 |
Failed to qualify for Flight (Navy). |
2 |
22 |
Continued as Navy (Engineer/Gunner). |
2 |
23 |
Refuse to abuse Wilmer Williams's position for profit. |
2 |
26 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
3 |
26 |
Attempted to change assignments. |
3 |
26 |
Failed to qualify for Flight (Navy). |
3 |
26 |
Continued as Navy (Engineer/Gunner). |
3 |
27 |
Nearly killed. |
4 |
27 |
Failed to qualify for Marine Support (Marine). |
4 |
27 |
Became a Drifter (Barbarian). |
4 |
30 |
Find an Alien Artifact. |
5 |
31 |
Continued as Drifter (Barbarian). |
5 |
35 |
Wilmer Williams run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
6 |
35 |
Became a Scout (Surveyor). |
6 |
38 |
Gained a contact. |