Term |
Age |
History |
---|
1 |
18 |
Became a Drifter (Scavenger). |
1 |
19 |
Scarred. Fully recovered. Owe 10,000 for medical bills. |
2 |
19 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
2 |
23 |
Given advanced training in a specialist field |
2 |
23 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
3 |
23 |
Continued as Merchant (Merchant Marine). |
3 |
25 |
Moved to a new world. |
3 |
27 |
Forced to continue current assignment. |
3 |
27 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
4 |
27 |
Continued as Merchant (Merchant Marine). |
4 |
29 |
Given advanced training in a specialist field |
5 |
31 |
Continued as Merchant (Merchant Marine). |
5 |
34 |
A sudden war destroys Mathew Simmons's trade routes and contacts, forcing Mathew Simmons to flee that region of space. |
5 |
34 |
Gain rebels as Enemy |
6 |
34 |
Switched to Drifter (Barbarian). |
6 |
37 |
Offered job by a patron. Now owe him a favor. |
6 |
38 |
Promoted to Drifter (Barbarian) rank 1. |
7 |
38 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
7 |
41 |
Vessel participates in a notable military engagement. |
7 |
42 |
Commissioned in Navy (Engineer/Gunner) with the new title Ensign. |
7 |
42 |
Promoted to Navy (Engineer/Gunner) officer rank 2 with the new title Sublieutenant. |
8 |
42 |
Continued as Navy (Engineer/Gunner). |
8 |
44 |
Mathew Simmons join a gambling circle on board. |
8 |
46 |
Promoted to Navy (Engineer/Gunner) officer rank 3 with the new title Lieutenant. |
9 |
46 |
Continued as Navy (Engineer/Gunner). |
9 |
50 |
During a battle, defeat or victory depends on Mathew Simmons's actions. Mathew Simmons actions lead to an honorabe discharge. |
10 |
50 |
Aging Crisis. Owe 10,000 for medical bills. |
10 |
50 |
Retired at age 50. |