Term |
Age |
History |
---|
1 |
18 |
Entered Military Academy(Army Academy) |
1 |
21 |
A prank goes horribly wrong. Gain an Enemy |
1 |
21 |
Dropped out of military academy. |
2 |
21 |
Became a Navy (Engineer/Gunner) with the new title Crewman. |
2 |
23 |
Bessie Taylor foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
3 |
25 |
Continued as Navy (Engineer/Gunner). |
3 |
28 |
Bessie Taylor is falsely accused for an accident that causes the death of several crew members. Gain the officer who blamed Bessie Taylor as an Enemy. |
4 |
28 |
Became a Merchant (Free Trader). |
4 |
30 |
Moved to a new world. |
4 |
32 |
Promoted to Merchant (Free Trader) rank 1. |
5 |
32 |
Continued as Merchant (Free Trader). |
5 |
33 |
A good deal ensures Bessie Taylor is living the high life for a few years. |
5 |
36 |
Promoted to Merchant (Free Trader) rank 2. |
6 |
36 |
Continued as Merchant (Free Trader). |
6 |
39 |
Scarred. Fully recovered. Owe 2,500 for medical bills. |
7 |
39 |
Became a Entertainer (Journalist). |
7 |
43 |
Invited to take part in a controversial event or exhibition that injures Bessie Taylor's social standing. |
7 |
43 |
Forced to continue current assignment. |
7 |
43 |
Promoted to Entertainer (Journalist) rank 1 with the new title Freelancer. |
8 |
43 |
Continued as Entertainer (Journalist). |
8 |
44 |
Bessie Taylor is betrayed by a peer. One Ally or Contact becomes a Rival or Enemy |