Term |
Age |
History |
---|
1 |
18 |
Became a Citizen (Corporate). |
1 |
22 |
Admiral Coleman learn something Admiral Coleman should not have – a corporate secret, a political scandal – which Admiral Coleman can profit from illegally. |
1 |
22 |
Gain a criminal contact. |
1 |
22 |
Promoted to Citizen (Corporate) rank 1. |
2 |
22 |
Continued as Citizen (Corporate). |
2 |
24 |
Admiral Coleman befriend a superior in the corporation or the colony. |
2 |
26 |
Promoted to Citizen (Corporate) rank 2 with the new title Manager. |
3 |
26 |
Continued as Citizen (Corporate). |
3 |
30 |
Admiral Coleman's business expands, Admiral Coleman's corporation grows, or the colony thrives. |
4 |
30 |
Continued as Citizen (Corporate). |
4 |
32 |
Spent time maintaining and using heavy vehicles. |
4 |
34 |
Promoted to Citizen (Corporate) rank 3. |
5 |
34 |
Continued as Citizen (Corporate). |
5 |
37 |
Co-operate with investigation by the planetary authorities. The business or colony is shut down. |
6 |
37 |
Failed to qualify for Law Enforcement (Agent). |
6 |
37 |
Became a Drifter (Barbarian). |
6 |
38 |
Attacked by enemies and injured. |
6 |
38 |
Injured. |
6 |
38 |
Gain Enemy if Admiral Coleman don't already have one. |
6 |
41 |
Promoted to Drifter (Barbarian) rank 1. |
7 |
41 |
Continued as Drifter (Barbarian). |
7 |
42 |
Betrayed by a friend. One of Admiral Coleman's Contacts or Allies betrays Admiral Coleman, ending Admiral Coleman's career. That Contact or Ally becomes a Rival or Enemy. |
8 |
42 |
Became a Scout (Courier). |
8 |
46 |
When dealing with an alien race, Admiral Coleman botch an opportunity to gather extra intelligence about them. |
8 |
46 |
Admiral Coleman inadvertently cause a conflict between the Imperium and a minor world or race. Gain a Rival. |
8 |
46 |
Forced to continue current assignment. |
8 |
46 |
Promoted to Scout (Courier) rank 1 with the new title Scout. |
9 |
46 |
Continued as Scout (Courier). |
9 |
50 |
Admiral Coleman's ship is ambushed by enemy vessels. Attempted to bargain with them but fail and the ship is destroyed. |
9 |
50 |
Forced to muster out. |
10 |
50 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
10 |
51 |
Admiral Coleman is chosen to represent Admiral Coleman's faith in a vid show or other highly public forum. |
11 |
54 |
Aging Crisis. Owe 50,000 for medical bills. |
11 |
54 |
Retired at age 54. |
11 |
54 |
Continued as Believer (Missionary/Humanitarian). |
11 |
58 |
Opponents of Admiral Coleman's belief system ambush Admiral Coleman. |
11 |
58 |
Severely injured. Fully recovered. Owe 15,000 for medical bills. |
12 |
58 |
Aging Crisis. Owe 50,000 for medical bills. |
12 |
58 |
Retired. |
12 |
59 |
Moved to a new world. |
13 |
62 |
Aging Crisis. Owe 60,000 for medical bills. |
13 |
65 |
Betrayal. Convert an Ally into a Rival or Enemy. |
14 |
66 |
Aging Crisis. Owe 50,000 for medical bills. |
14 |
68 |
Victim of a crime. |
15 |
70 |
Aging Crisis. Owe 50,000 for medical bills. |
15 |
72 |
A new romantic starts. Gain an Ally. |
16 |
74 |
Aging Crisis. Owe 30,000 for medical bills. |
16 |
76 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
17 |
78 |
Aging Crisis. Owe 60,000 for medical bills. |
17 |
81 |
Victim of a crime. |
18 |
82 |
Aging Crisis. Owe 60,000 for medical bills. |
18 |
84 |
Spend time with an alien race. Gain a contact. |
19 |
86 |
Aging Crisis. Owe 40,000 for medical bills. |