Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
1 |
22 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
2 |
22 |
Became a Merchant (Merchant Marine). |
2 |
23 |
Embroiled in legal trouble. |
3 |
26 |
Voluntarily left Merchant Marine |
3 |
26 |
Switched to Navy (Flight) with previous rank. |
3 |
30 |
Arron Ornery foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
3 |
30 |
Promoted to Navy (Flight) rank 1 with the new title Able Spacehand. |
4 |
30 |
Continued as Navy (Flight). |
4 |
31 |
During a battle, defeat or victory depends on Arron Ornery's actions. Arron Ornery actions lead to an honorabe discharge. |
5 |
31 |
Failed to qualify for Worker (Citizen). |
5 |
31 |
Became a Drifter (Barbarian). |
5 |
34 |
Encounter a Psionic institute. |
5 |
34 |
Tested for psionic powers |
5 |
35 |
Promoted to Drifter (Barbarian) rank 1. |
6 |
35 |
Continued as Drifter (Barbarian). |
6 |
36 |
Lightly injured, no permanent damage. Fully recovered. |
7 |
36 |
Switched to Merchant (Free Trader). |
7 |
38 |
Nearly killed. Fully recovered. Owe 20,000 for medical bills. |
8 |
38 |
Became a Believer (Holy Warrior) with the new title Hopeful. |
8 |
39 |
Arron Ornery aid a follower back to the True Path but this angers a friend or relative. Gain an Enemy. |
9 |
39 |
Switched to Drifter (Wanderer). |
9 |
41 |
Find valuable salvage. |