Term |
Age |
History |
---|
1 |
18 |
Entered Military Academy(Marine Academy) |
1 |
21 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
1 |
22 |
Dropped out of military academy. |
2 |
22 |
Failed to qualify for Pirate (Rogue). |
2 |
22 |
Submitted to the draft. |
2 |
22 |
Became a Marine (Ground Assault) with the new title Marine. |
2 |
23 |
Nearly killed. Owe 11,250 for medical bills. |
3 |
23 |
Failed to qualify for Worker (Citizen). |
3 |
23 |
Became a Drifter (Wanderer). |
3 |
25 |
Attempted a risky adventure and was injured. |
3 |
25 |
Scarred. Fully recovered. Owe 5,000 for medical bills. |
4 |
27 |
Continued as Drifter (Wanderer). |
4 |
29 |
Find valuable salvage. |
5 |
31 |
Continued as Drifter (Wanderer). |
5 |
35 |
Promoted to Drifter (Wanderer) rank 1. |
6 |
35 |
Continued as Drifter (Wanderer). |
7 |
39 |
Continued as Drifter (Wanderer). |
7 |
41 |
Suffer from a life-threatening illness. |
8 |
41 |
Failed to qualify for Enforcer (Rogue). |
8 |
41 |
Continued as Drifter (Wanderer). |
8 |
44 |
Betrayed by a friend. One of Gene Fitzsimons's Contacts or Allies betrays Gene Fitzsimons, ending Gene Fitzsimons's career. That Contact or Ally becomes a Rival or Enemy. |
9 |
44 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
9 |
48 |
Make an unexpected connection outside Gene Fitzsimons's normal circles. Gain a Contact. |