Term |
Age |
History |
---|
1 |
18 |
Entered Military Academy(Naval Academy) |
1 |
20 |
Spent the college years partying. |
1 |
20 |
Dropped out of military academy. |
2 |
20 |
Became a Navy (Line/Crew) with the new title Crewman. |
2 |
24 |
Isom Pettitt foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
2 |
24 |
Promoted to Navy (Line/Crew) rank 1 with the new title Able Spacehand. |
3 |
24 |
Voluntarily left Line/Crew |
3 |
24 |
Became a Drifter (Scavenger). |
3 |
28 |
Drafted into Merchant Marine |
3 |
28 |
Promoted to Drifter (Scavenger) rank 1. |
4 |
28 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
4 |
32 |
Make an unexpected connection outside Isom Pettitt's normal circles. Gain a Contact. |
4 |
32 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
5 |
32 |
Continued as Merchant (Merchant Marine). |
5 |
35 |
Given advanced training in a specialist field |
6 |
36 |
Continued as Merchant (Merchant Marine). |
6 |
39 |
Bankrupted by a rival. Gain the other trader as a Rival. |
7 |
39 |
Became a Scholar (Scientist). |
7 |
43 |
Good fortune |
7 |
43 |
Promoted to Scholar (Scientist) rank 1. |