Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Intelligence (Agent). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
1 |
22 |
Maxie Reekey foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
1 |
22 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
2 |
22 |
Continued as Navy (Engineer/Gunner). |
2 |
25 |
Vessel participates in a notable military engagement. |
2 |
26 |
Attempt at commissioned failed. |
3 |
26 |
Continued as Navy (Engineer/Gunner). |
3 |
28 |
Scarred. Owe 1,250 for medical bills. |
4 |
28 |
Became a Citizen (Worker). |
4 |
32 |
Maxie Reekey befriend a superior in the corporation or the colony. |
4 |
32 |
Promoted to Citizen (Worker) rank 1. |
5 |
32 |
Continued as Citizen (Worker). |
5 |
34 |
A revolution, attack or other unusual event throws Maxie Reekey's life into chaos, forcing Maxie Reekey to leave the planet. |
5 |
36 |
Promoted to Citizen (Worker) rank 2 with the new title Technician. |
6 |
36 |
Continued as Citizen (Worker). |
6 |
37 |
Advanced training in a specialist field. |
6 |
40 |
Promoted to Citizen (Worker) rank 3. |
7 |
40 |
Continued as Citizen (Worker). |
7 |
42 |
Maxie Reekey's business expands, Maxie Reekey's corporation grows, or the colony thrives. |
7 |
44 |
Promoted to Citizen (Worker) rank 4 with the new title Craftsman. |
8 |
44 |
Continued as Citizen (Worker). |
8 |
48 |
Gained a contact. |
8 |
48 |
Forced to muster out. |
9 |
48 |
Became a Drifter (Barbarian). |
9 |
51 |
Survived a risky adventure but gained nothing. |
9 |
52 |
Promoted to Drifter (Barbarian) rank 1. |
10 |
52 |
Continued as Drifter (Barbarian). |
10 |
55 |
A new romantic starts. Gain an Ally. |
11 |
56 |
Aging Crisis. Owe 10,000 for medical bills. |
11 |
56 |
Retired at age 56. |