Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
1 |
21 |
Oran Askew foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
1 |
22 |
Commissioned in Navy (Engineer/Gunner) with the new title Ensign. |
1 |
22 |
Promoted to Navy (Engineer/Gunner) officer rank 2 with the new title Sublieutenant. |
2 |
22 |
Continued as Navy (Engineer/Gunner). |
2 |
23 |
Vessel participates in a diplomatic mission. |
2 |
23 |
Gain a contact. |
2 |
26 |
Promoted to Navy (Engineer/Gunner) officer rank 3 with the new title Lieutenant. |
3 |
26 |
Continued as Navy (Engineer/Gunner). |
3 |
28 |
During a battle, defeat or victory depends on Oran Askew's actions. The ship suffers severe damage and Oran Askew is blamed for the disaster. Oran Askew is court - martialled and discharged. |
4 |
28 |
Became a Drifter (Scavenger). |
4 |
29 |
Attempted a risky adventure and was wildly successful. |
5 |
32 |
Continued as Drifter (Scavenger). |
5 |
34 |
Attacked by enemies that Oran Askew easily defeat. |
5 |
34 |
Gain Enemy if Oran Askew don't already have one. |
6 |
36 |
Continued as Drifter (Scavenger). |
6 |
39 |
Betrayed by a friend. One of Oran Askew's Contacts or Allies betrays Oran Askew, ending Oran Askew's career. That Contact or Ally becomes a Rival or Enemy. |
7 |
39 |
Became a Rogue (Enforcer). |
7 |
42 |
Involved in the planning of an impressive heist. |