Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
1 |
19 |
Special assignment or duty on board ship. |
1 |
22 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
2 |
22 |
Continued as Navy (Engineer/Gunner). |
2 |
24 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
3 |
24 |
Became a Scout (Courier). |
3 |
26 |
Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
4 |
26 |
Failed to qualify for Engineer/Gunner (Navy). |
4 |
26 |
Submitted to the draft. |
4 |
26 |
Became a Marine (Marine Support) with the new title Marine. |
4 |
28 |
A mission goes wrong; Pekabab and several others are captured and mistreated by the enemy. Gain Pekabab's jailer as an Enemy. |
5 |
28 |
Became a Drifter (Scavenger). |
5 |
29 |
Find valuable salvage. |
6 |
32 |
Continued as Drifter (Scavenger). |
6 |
35 |
Attempted a risky adventure and was injured. |
6 |
35 |
Injured. Fully recovered. Owe 2,500 for medical bills. |
7 |
36 |
Continued as Drifter (Scavenger). |
7 |
37 |
Find valuable salvage. |
7 |
40 |
Promoted to Drifter (Scavenger) rank 1. |
8 |
40 |
Continued as Drifter (Scavenger). |
8 |
43 |
Betrayed by a friend. One of Pekabab's Contacts or Allies betrays Pekabab, ending Pekabab's career. That Contact or Ally becomes a Rival or Enemy. |