Term |
Age |
History |
---|
1 |
18 |
Became a Marine (Marine Support) with the new title Marine. |
1 |
21 |
On the front lines of a planetary assault and occupation. |
2 |
22 |
Attempted to change assignments. |
2 |
22 |
Failed to qualify for Star Marine (Marine). |
2 |
22 |
Continued as Marine (Marine Support). |
2 |
23 |
Assigned to an assault on an enemy fortress. |
2 |
23 |
Injured |
3 |
26 |
Continued as Marine (Marine Support). |
3 |
27 |
Display heroism in battle. |
3 |
30 |
Commissioned in Marine (Marine Support) with the new title Lieutenant. |
3 |
30 |
Promoted to Marine (Marine Support) officer rank 2 with the new title Captain. |
4 |
30 |
Continued as Marine (Marine Support). |
4 |
32 |
Victim of a crime |
5 |
34 |
Continued as Marine (Marine Support). |
5 |
35 |
A mission goes disastrously wrong due to Sim Green's commander’s error or incompetence, but Sim Green survive. |
5 |
35 |
Cover for the commander and gain an Ally. |
5 |
38 |
Promoted to Marine (Marine Support) officer rank 3 with the new title Force Commander. |
6 |
38 |
Voluntarily left Marine Support |
6 |
38 |
Became a Army (Cavalry) with the new title Private. |
6 |
39 |
Thrown into a brutal ground war |
6 |
39 |
Nearly killed. |
7 |
42 |
Continued as Army (Cavalry). |
7 |
44 |
Sent to a very unpleasant region (jungle, swamp, desert, icecap, urban) to battle against guerrilla fighters and rebels. Discharged because of stress, injury or because the government wishes to bury the whole incident. |
7 |
44 |
Gain rebels as Enemy |
8 |
44 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
8 |
48 |
Gained a contact. |
9 |
48 |
Continued as Merchant (Merchant Marine). |
9 |
49 |
Befriend a useful ally in one sphere. Gain an Ally. |
9 |
52 |
Forced to continue current assignment. |
9 |
52 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
10 |
52 |
Aging Crisis. Owe 30,000 for medical bills. |
10 |
52 |
Retired at age 52. |
10 |
52 |
Continued as Merchant (Merchant Marine). |
10 |
56 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
11 |
56 |
Aging Crisis. Owe 50,000 for medical bills. |
11 |
56 |
Continued as Merchant (Merchant Marine). |
11 |
58 |
A good deal ensures Sim Green is living the high life for a few years. |
12 |
60 |
Aging Crisis. Owe 50,000 for medical bills. |
12 |
60 |
Continued as Merchant (Merchant Marine). |
12 |
62 |
Make an unexpected connection outside Sim Green's normal circles. Gain a Contact. |
13 |
64 |
Aging Crisis. Owe 40,000 for medical bills. |
13 |
64 |
Continued as Merchant (Merchant Marine). |
13 |
67 |
A sudden war destroys Sim Green's trade routes and contacts, forcing Sim Green to flee that region of space. |
13 |
67 |
Gain rebels as Enemy |
14 |
67 |
Aging Crisis. Owe 40,000 for medical bills. |
14 |
67 |
Became a Believer (Holy Warrior) with the new title Hopeful. |
14 |
71 |
Betrayal. Convert an Ally into a Rival or Contact into an Enemy. |
14 |
71 |
Promoted to Believer (Holy Warrior) rank 1 with the new title Fighter. |
15 |
71 |
Aging Crisis. Owe 10,000 for medical bills. |