Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
21 |
Made lifelong friends. Gain 1 Allies. |
1 |
25 |
Left the colonies. |
2 |
25 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
2 |
27 |
Vessel participates in a diplomatic mission. |
2 |
29 |
Forced to continue current assignment |
2 |
29 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
3 |
29 |
Continued as Navy (Engineer/Gunner). |
3 |
31 |
Sim Ford foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
3 |
33 |
Promoted to Navy (Engineer/Gunner) rank 2 with the new title Petty Officer, 3rd class. |
4 |
33 |
Continued as Navy (Engineer/Gunner). |
4 |
37 |
Vessel participates in a notable military engagement. |
5 |
37 |
Attempted to change assignments. |
5 |
37 |
Failed to qualify for Line/Crew (Navy). |
5 |
37 |
Continued as Navy (Engineer/Gunner). |
5 |
39 |
Gained a contact. |
5 |
41 |
Promoted to Navy (Engineer/Gunner) rank 3 with the new title Petty Officer, 2nd class. |
6 |
41 |
Continued as Navy (Engineer/Gunner). |
6 |
44 |
Abuse Sim Ford's position for profit. |
6 |
45 |
Attempt at commissioned failed. |
6 |
45 |
Forced to muster out. |
7 |
45 |
Became a Drifter (Barbarian). |
7 |
46 |
Find valuable salvage. |