Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
22 |
Made lifelong friends. Gain 3 Allies. |
1 |
27 |
Left the colonies. |
2 |
27 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
2 |
28 |
Irwin Simmmons foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
2 |
31 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
3 |
31 |
Continued as Navy (Engineer/Gunner). |
3 |
34 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
3 |
35 |
Promoted to Navy (Engineer/Gunner) rank 2 with the new title Petty Officer, 3rd class. |
4 |
35 |
Continued as Navy (Engineer/Gunner). |
4 |
38 |
Commanding officer takes an interest in Irwin Simmmons's career. |
4 |
39 |
Promoted to Navy (Engineer/Gunner) rank 3 with the new title Petty Officer, 2nd class. |
5 |
39 |
Continued as Navy (Engineer/Gunner). |
5 |
42 |
Irwin Simmmons join a gambling circle on board. |
5 |
43 |
Promoted to Navy (Engineer/Gunner) rank 4 with the new title Petty Officer, 1st class. |
6 |
43 |
Continued as Navy (Engineer/Gunner). |
6 |
45 |
Vessel participates in a diplomatic mission. |
6 |
47 |
Promoted to Navy (Engineer/Gunner) rank 5 with the new title Chief Petty Officer. |
7 |
47 |
Continued as Navy (Engineer/Gunner). |
7 |
48 |
Refuse to abuse Irwin Simmmons's position for profit. |
7 |
51 |
Promoted to Navy (Engineer/Gunner) rank 6 with the new title Master Chief. |
8 |
51 |
Attempted to change assignments. |
8 |
51 |
Failed to qualify for Flight (Navy). |
8 |
51 |
Continued as Navy (Engineer/Gunner). |
8 |
53 |
Nearly killed. Fully recovered. |