Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Scavenger). |
1 |
22 |
A new romantic starts. Gain an Ally. |
2 |
22 |
Continued as Drifter (Scavenger). |
2 |
24 |
George Clubb do not know what happened to George Clubb. There is a gap in George Clubb's memory. |
3 |
24 |
Became a Navy (Line/Crew) with the new title Crewman. |
3 |
26 |
George Clubb foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
3 |
28 |
Promoted to Navy (Line/Crew) rank 1 with the new title Able Spacehand. |
4 |
28 |
Continued as Navy (Line/Crew). |
4 |
32 |
Commanding officer takes an interest in George Clubb's career. |
5 |
32 |
Attempted to change assignments. |
5 |
32 |
Failed to qualify for Engineer/Gunner (Navy). |
5 |
32 |
Continued as Navy (Line/Crew). |
5 |
36 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
6 |
36 |
Failed to qualify for Artist (Entertainer). |
6 |
36 |
Returned to Drifter (Scavenger). |
6 |
37 |
Injured. Fully recovered. Owe 5,000 for medical bills. |
7 |
37 |
Failed to qualify for Surveyor (Scout). |
7 |
37 |
Submitted to the draft. |
7 |
37 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
7 |
39 |
A series of bad deals and decisions force George Clubb into bankruptcy. George Clubb salvages what George Clubb can. |
8 |
39 |
Returned to Drifter (Scavenger). |
8 |
43 |
Spend time with an alien race. Gain a contact. |
8 |
43 |
Promoted to Drifter (Scavenger) rank 1. |
9 |
43 |
Continued as Drifter (Scavenger). |
9 |
47 |
Promoted to Drifter (Scavenger) rank 2. |