Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
1 |
19 |
Micheal Fields foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
2 |
22 |
Continued as Navy (Engineer/Gunner). |
2 |
23 |
Micheal Fields is tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival. |
3 |
23 |
Failed to qualify for Explorer (Scout). |
3 |
23 |
Submitted to the draft. |
3 |
23 |
Became a Army (Infantry) with the new title Private. |
3 |
26 |
Lost eye or limb. Fully recovered. Owe 2,500 for medical bills. |
4 |
26 |
Became a Merchant (Broker). |
4 |
29 |
A good deal ensures Micheal Fields is living the high life for a few years. |
4 |
30 |
Promoted to Merchant (Broker) rank 1. |
5 |
30 |
Continued as Merchant (Broker). |
5 |
34 |
Given advanced training in a specialist field |
6 |
34 |
Continued as Merchant (Broker). |
6 |
38 |
Risk Micheal Fields's fortune on a possibility lucrative deal and win. |
7 |
38 |
Continued as Merchant (Broker). |
7 |
40 |
Make an unexpected connection outside Micheal Fields's normal circles. Gain a Contact. |
7 |
42 |
Promoted to Merchant (Broker) rank 2. |