Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Engineer/Gunner (Navy). |
1 |
18 |
Became a Drifter (Scavenger). |
1 |
21 |
Joesph Miller run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
2 |
21 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
23 |
Given advanced training in a specialist field |
2 |
25 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
3 |
25 |
Continued as Merchant (Merchant Marine). |
3 |
26 |
Gained a contact. |
3 |
29 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
4 |
29 |
Continued as Merchant (Merchant Marine). |
4 |
32 |
Bankrupted by a rival. Gain the other trader as a Rival. |
5 |
32 |
Became a Navy (Flight) with the new title Crewman. |
5 |
33 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
5 |
36 |
Attempt at commissioned failed. |
5 |
36 |
Promoted to Navy (Flight) rank 1 with the new title Able Spacehand. |
6 |
36 |
Attempted to change assignments. |
6 |
36 |
Failed to qualify for Engineer/Gunner (Navy). |
6 |
36 |
Continued as Navy (Flight). |
6 |
39 |
Joesph Miller foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
6 |
40 |
Promoted to Navy (Flight) rank 2 with the new title Petty Officer, 3rd class. |
7 |
40 |
Continued as Navy (Flight). |
7 |
41 |
Joesph Miller join a gambling circle on board. |
7 |
44 |
Promoted to Navy (Flight) rank 3 with the new title Petty Officer, 2nd class. |
8 |
44 |
Attempted to change assignments. |
8 |
44 |
Failed to qualify for Engineer/Gunner (Navy). |
8 |
44 |
Continued as Navy (Flight). |
8 |
46 |
Advanced training in a specialist field. |
8 |
48 |
Promoted to Navy (Flight) rank 4 with the new title Petty Officer, 1st class. |
9 |
48 |
Continued as Navy (Flight). |
9 |
50 |
Vessel participates in a diplomatic mission. |
9 |
50 |
Gain a contact. |
9 |
52 |
Promoted to Navy (Flight) rank 5 with the new title Chief Petty Officer. |
10 |
52 |
Continued as Navy (Flight). |
10 |
56 |
Joesph Miller is tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival. |
11 |
56 |
Failed to qualify for Surveyor (Scout). |
11 |
56 |
Submitted to the draft. |
11 |
56 |
Became a Scout (Surveyor). |
11 |
58 |
Joesph Miller survey an alien world. |
11 |
60 |
Promoted to Scout (Surveyor) rank 1 with the new title Scout. |
12 |
60 |
Continued as Scout (Surveyor). |
12 |
62 |
Psychologically damaged by Joesph Miller's time in the scouts. |
13 |
62 |
Switched to Drifter (Barbarian). |
13 |
64 |
Severely injured. Fully recovered. Owe 5,000 for medical bills. |
14 |
64 |
Became a Believer (Holy Warrior) with the new title Hopeful. |
14 |
67 |
Joesph Miller come into conflict with a splinter group Joesph Miller's own religion which maintains Joesph Miller's version is the wrong one. Gain 2 Rivals. |
15 |
67 |
Aging Crisis. Owe 50,000 for medical bills. |
15 |
67 |
Retired at age 67. |
15 |
67 |
Retired. |
15 |
71 |
Birth or Death involving a family member or close friend. |
16 |
71 |
Aging Crisis. Owe 60,000 for medical bills. |
16 |
73 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
17 |
75 |
Aging Crisis. Owe 50,000 for medical bills. |