Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Courier). |
1 |
21 |
Same Day's ship is ambushed by enemy vessels. Same Day successfully ran to the jump point. |
2 |
22 |
Continued as Scout (Courier). |
2 |
26 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
3 |
26 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
3 |
28 |
Given advanced training in a specialist field |
3 |
30 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
4 |
30 |
Continued as Merchant (Merchant Marine). |
4 |
34 |
Befriend a useful ally in one sphere. Gain an Ally. |
5 |
34 |
Continued as Merchant (Merchant Marine). |
5 |
37 |
A good deal ensures Same Day is living the high life for a few years. |
5 |
38 |
Forced to muster out. |
6 |
38 |
Failed to qualify for Courier (Scout). |
6 |
38 |
Became a Drifter (Scavenger). |
6 |
41 |
Suffer from a life-threatening illness. |
7 |
41 |
Became a Believer (Holy Warrior) with the new title Hopeful. |
7 |
44 |
Opponents of Same Day's belief system ambush Same Day. |
7 |
44 |
Nearly killed. Owe 30,000 for medical bills. |