Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Worker). |
1 |
21 |
A new romantic starts. Gain an Ally. |
2 |
22 |
Continued as Citizen (Worker). |
2 |
26 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
2 |
26 |
Forced to continue current assignment. |
2 |
26 |
Promoted to Citizen (Worker) rank 1. |
3 |
26 |
Continued as Citizen (Worker). |
3 |
30 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
4 |
30 |
Continued as Citizen (Worker). |
4 |
33 |
Political upheaval strikes Ole Sims's homeworld, and Ole Sims is caught up in the revolution. |
4 |
34 |
Forced to muster out. |
5 |
34 |
Became a Merchant (Free Trader). |
5 |
36 |
Given advanced training in a specialist field |
5 |
38 |
Promoted to Merchant (Free Trader) rank 1. |
6 |
38 |
Continued as Merchant (Free Trader). |
6 |
42 |
Befriend a useful ally in one sphere. Gain an Ally. |
6 |
42 |
Forced to continue current assignment. |
6 |
42 |
Promoted to Merchant (Free Trader) rank 2. |
7 |
42 |
Continued as Merchant (Free Trader). |
7 |
45 |
A good deal ensures Ole Sims is living the high life for a few years. |
7 |
46 |
Forced to muster out. |
8 |
46 |
Became a Agent (Intelligence). |
8 |
50 |
Ole Sims's work ends up coming home with Ole Sims, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
9 |
50 |
Aging Crisis. Owe 20,000 for medical bills. |
9 |
50 |
Retired at age 50. |