Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
1 |
21 |
Abuse Benjiman Chambers's position for profit. |
1 |
22 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
2 |
22 |
Continued as Navy (Engineer/Gunner). |
2 |
26 |
Abuse Benjiman Chambers's position for profit. |
2 |
26 |
Promoted to Navy (Engineer/Gunner) rank 2 with the new title Petty Officer, 3rd class. |
3 |
26 |
Continued as Navy (Engineer/Gunner). |
3 |
29 |
Advanced training in a specialist field. |
3 |
30 |
Promoted to Navy (Engineer/Gunner) rank 3 with the new title Petty Officer, 2nd class. |
4 |
30 |
Continued as Navy (Engineer/Gunner). |
4 |
32 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
5 |
32 |
Became a Merchant (Free Trader). |
5 |
34 |
A sudden war destroys Benjiman Chambers's trade routes and contacts, forcing Benjiman Chambers to flee that region of space. |
5 |
34 |
Gain rebels as Enemy |
6 |
34 |
Became a Drifter (Wanderer). |
6 |
38 |
Attacked by enemies and injured. |
6 |
38 |
Severely injured. |
6 |
38 |
Gain Enemy if Benjiman Chambers don't already have one. |
7 |
38 |
Continued as Drifter (Wanderer). |
7 |
40 |
Benjiman Chambers run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |