Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Colonist). |
1 |
21 |
Marcus Greerson learn something Marcus Greerson should not have – a corporate secret, a political scandal – which Marcus Greerson can profit from illegally. |
1 |
22 |
Promoted to Citizen (Colonist) rank 1. |
2 |
22 |
Continued as Citizen (Colonist). |
2 |
24 |
Lost eye or limb. Fully recovered. |
3 |
24 |
Entered University. |
3 |
26 |
Made lifelong friends. Gain 3 Allies. |
3 |
28 |
Graduated. |
4 |
28 |
Continued as Citizen (Colonist). |
4 |
30 |
A revolution, attack or other unusual event throws Marcus Greerson's life into chaos, forcing Marcus Greerson to leave the planet. |
5 |
30 |
Became a Scholar (Field Researcher). |
5 |
31 |
An expedition or voyage goes wrong, leaving Marcus Greerson stranded in the wilderness. |
6 |
31 |
Failed to qualify for Line/Crew (Navy). |
6 |
31 |
Became a Drifter (Wanderer). |
6 |
35 |
Marcus Greerson run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
7 |
35 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
7 |
37 |
Embroiled in legal trouble. |
8 |
39 |
Continued as Merchant (Merchant Marine). |
8 |
42 |
Embroiled in legal trouble. |
9 |
43 |
Aging Crisis. Owe 20,000 for medical bills. |
9 |
43 |
Retired at age 43. |