Term |
Age |
History |
---|
1 |
18 |
Failed to qualify for Field Researcher (Scholar). |
1 |
18 |
Submitted to the draft. |
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
21 |
A series of bad deals and decisions force Bessie West into bankruptcy. Bessie West salvages what Bessie West can. |
2 |
21 |
Became a Navy (Engineer/Gunner). |
2 |
25 |
Bessie West foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
2 |
25 |
Promoted to Navy (Engineer/Gunner) rank 1 with the new title Able Spacehand. |
3 |
25 |
Continued as Navy (Engineer/Gunner). |
3 |
28 |
Vessel participates in a diplomatic mission. |
3 |
29 |
Promoted to Navy (Engineer/Gunner) rank 2 with the new title Petty Officer, 3rd class. |
4 |
29 |
Continued as Navy (Engineer/Gunner). |
4 |
32 |
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
5 |
32 |
Switched to Merchant (Broker). |
5 |
34 |
Bessie West's ship or starport is destroyed by criminals. Gain them as an Enemy. |
6 |
34 |
Failed to qualify for Colonist (Citizen). |
6 |
34 |
Became a Drifter (Scavenger). |
6 |
37 |
Bessie West run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |