Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Marine Academy (Military Academy). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
1 |
20 |
Vessel participates in a notable military engagement. |
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 |
24 |
Dale Palmer is tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival. |
3 |
24 |
Became a Entertainer (Artist). |
3 |
27 |
Criticised a questionable political leader on Dale Palmer's homeworld, causing his downfall. Gain an Enemy |
3 |
27 |
An investigation, tour, project or expedition goes wrong, stranding Dale Palmer far from home. |
3 |
28 |
Promoted to Entertainer (Artist) rank 1. |
4 |
28 |
Continued as Entertainer (Artist). |
4 |
32 |
Public opinion turns on Dale Palmer. |
5 |
32 |
Became a Scout (Surveyor). |
5 |
35 |
When dealing with an alien race, Dale Palmer botch an opportunity to gather extra intelligence about them. |
5 |
35 |
Dale Palmer's ship is damaged, and Dale Palmer have to hitch-hike Dale Palmer's way back across the stars to the nearest scout base. |
5 |
35 |
Gain 1 Contacts. Gain 3 Enemies. |
5 |
36 |
Promoted to Scout (Surveyor) rank 1 with the new title Scout. |
6 |
36 |
Attempted to change assignments. |
6 |
36 |
Switched to Scout (Courier) with previous rank. |
6 |
39 |
Spend several years jumping from world to world in Dale Palmer's scout ship. |
7 |
40 |
Continued as Scout (Courier). |
7 |
43 |
A new romantic starts. Gain an Ally. |
8 |
44 |
Continued as Scout (Courier). |
8 |
48 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
9 |
48 |
Continued as Scout (Courier). |
9 |
51 |
Perform an exemplary service for the scouts. |