Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
19 |
A prank goes horribly wrong. Gain an Enemy |
1 |
25 |
Failed as a colonist. |
2 |
25 |
Became a Merchant (Broker). |
3 |
29 |
Continued as Merchant (Broker). |
3 |
32 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
3 |
33 |
Promoted to Merchant (Broker) rank 1. |
4 |
33 |
Continued as Merchant (Broker). |
4 |
37 |
Risk Hyman Ornery's fortune on a possibility lucrative deal and win. |
5 |
37 |
Continued as Merchant (Broker). |
5 |
40 |
Embroiled in legal trouble. |
5 |
41 |
Forced to muster out. |
6 |
41 |
Failed to qualify for Pirate (Rogue). |
6 |
41 |
Submitted to the draft. |
6 |
41 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
6 |
45 |
A new romantic starts. Gain an Ally. |
6 |
45 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
7 |
45 |
Attempted to change assignments. |
7 |
45 |
Failed to qualify for Line/Crew (Navy). |
7 |
45 |
Continued as Navy (Engineer/Gunner). |
7 |
48 |
Hyman Ornery foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
7 |
49 |
Promoted to Navy (Engineer/Gunner) rank 2 with the new title Petty Officer, 3rd class. |