Term |
Age |
History |
---|
1 |
18 |
Became a Navy (Line/Crew) with the new title Crewman. |
1 |
19 |
Vessel participates in a diplomatic mission. |
1 |
22 |
Promoted to Navy (Line/Crew) rank 1 with the new title Able Spacehand. |
2 |
22 |
Continued as Navy (Line/Crew). |
2 |
24 |
Vessel participates in a notable military engagement. |
3 |
26 |
Continued as Navy (Line/Crew). |
3 |
27 |
Vessel participates in a notable military engagement. |
4 |
30 |
Continued as Navy (Line/Crew). |
4 |
32 |
Abuse Aksoerz's position for profit. |
4 |
34 |
Promoted to Navy (Line/Crew) rank 2 with the new title Petty Officer, 3rd class. |
5 |
34 |
Continued as Navy (Line/Crew). |
5 |
35 |
Aksoerz join a gambling circle on board. |
5 |
38 |
Promoted to Navy (Line/Crew) rank 3 with the new title Petty Officer, 2nd class. |
6 |
38 |
Continued as Navy (Line/Crew). |
6 |
40 |
Vessel participates in a notable military engagement. |
6 |
42 |
Promoted to Navy (Line/Crew) rank 4 with the new title Petty Officer, 1st class. |
7 |
42 |
Attempted to change assignments. |
7 |
42 |
Failed to qualify for Flight (Navy). |
7 |
42 |
Continued as Navy (Line/Crew). |
7 |
45 |
Aksoerz foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
7 |
46 |
Promoted to Navy (Line/Crew) rank 5 with the new title Chief Petty Officer. |
8 |
46 |
Continued as Navy (Line/Crew). |
8 |
50 |
Aksoerz join a gambling circle on board. |
8 |
50 |
Promoted to Navy (Line/Crew) rank 6 with the new title Master Chief. |
8 |
50 |
Forced to muster out. |
9 |
50 |
Became a Citizen (Colonist). |
9 |
54 |
Aksoerz is rewarded for Aksoerz's diligence or cunning. |
9 |
54 |
Promoted to Citizen (Colonist) rank 1. |
10 |
54 |
Continued as Citizen (Colonist). |
10 |
55 |
Aksoerz gain experience in a technical field as a computer operator or surveyor. |
11 |
58 |
Continued as Citizen (Colonist). |
11 |
61 |
Aksoerz's business expands, Aksoerz's corporation grows, or the colony thrives. |
12 |
62 |
Continued as Citizen (Colonist). |
12 |
64 |
Aksoerz's business expands, Aksoerz's corporation grows, or the colony thrives. |
12 |
66 |
Promoted to Citizen (Colonist) rank 2 with the new title Settler. |
13 |
66 |
Voluntarily left Colonist |
13 |
66 |
Failed to qualify for Scientist (Scholar). |
13 |
66 |
Became a Drifter (Scavenger). |
13 |
67 |
Betrayed by a friend. One of Aksoerz's Contacts or Allies betrays Aksoerz, ending Aksoerz's career. That Contact or Ally becomes a Rival or Enemy. |
14 |
67 |
Aging Crisis. Owe 50,000 for medical bills. |
14 |
67 |
Retired at age 67. |
14 |
67 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
14 |
68 |
Someone more charismatic but less devout than Aksoerz has become Aksoerz's superior. |
15 |
71 |
Aging Crisis. Owe 20,000 for medical bills. |
15 |
71 |
Voluntarily left Missionary/Humanitarian |
15 |
71 |
Retired. |
15 |
74 |
Good fortune. |
16 |
75 |
Aging Crisis. Owe 50,000 for medical bills. |
16 |
78 |
Accused of a crime. |
17 |
79 |
Aging Crisis. Owe 10,000 for medical bills. |
17 |
83 |
A romantic relationship ends badly. Gain a Rival or Enemy. |
18 |
83 |
Aging Crisis. Owe 20,000 for medical bills. |
18 |
84 |
Betrayal. Convert an Ally into a Rival or Enemy. |
19 |
87 |
Aging Crisis. Owe 20,000 for medical bills. |
19 |
88 |
Good fortune. |
20 |
91 |
Aging Crisis. Owe 30,000 for medical bills. |