Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Worker (Citizen). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
1 |
21 |
Ruby Fabble 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 |
Advanced training in a specialist field. |
3 |
26 |
Continued as Navy (Engineer/Gunner). |
3 |
30 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
4 |
30 |
Failed to qualify for Worker (Citizen). |
4 |
30 |
Became a Drifter (Scavenger). |
4 |
32 |
Gained a contact. |
5 |
34 |
Continued as Drifter (Scavenger). |
5 |
38 |
Betrayed by a friend. One of Ruby Fabble's Contacts or Allies betrays Ruby Fabble, ending Ruby Fabble's career. That Contact or Ally becomes a Rival or Enemy. |
6 |
38 |
Became a Agent (Intelligence). |
6 |
40 |
Nearly killed. Fully recovered. Owe 8,750 for medical bills. |
7 |
40 |
Became a Noble (Dilettante) with the new title Wastrel. |
7 |
42 |
Become deeply involved in politics on Ruby Fabble's world of residence, becoming a player in the political intrigues of government. Gain a Rival. |