| Term | History |
| 1 | Became a Engineer/Gunner at age 18 |
| 1 | Is now a Crewman |
| 1 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 1 | Promoted to Engineer/Gunner rank 1 |
| 1 | Is now a Able Spacehand |
| 2 | Continued as Engineer/Gunner at age 22 |
| 2 | You are falsed accused for an accident that causes the death of several crew members. Gain the officer who blamed you as an Enemy. |
| 3 | Became a Barbarian at age 26 |
| 3 | Promoted to rank 1 |
| 4 | Continued as Barbarian at age 30 |
| 4 | Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
| 5 | Returned to Engineer/Gunner at age 34 |
| 5 | During a battle, defeat or victory depends on your actions. The ship suffers severe damage and you are blamed for the disaster. You are court - martialled and discharged. |
| 6 | Became a Courier at age 38 |
| 6 | A new romantic starts. Gain an Ally. |
| 7 | Continued as Courier at age 42 |
| 7 | Moved to a new world. |
| 8 | Aging Crisis. Owe 30,000 for medical bills. |
| 8 | Continued as Courier at age 46 |
| 8 | When dealing with an alien race, you botch an opportunity to gather extra intelligence about them. |
| 8 | You inadvertently cause a conflict between the Imperium and a minor world or race. Gain a Rival. |
| 9 | Aging Crisis. Owe 40,000 for medical bills. |
| 9 | Continued as Courier at age 50 |
| 9 | Your scout ship is one of the first on the scene to rescue the survivors of a disaster but you fail to help. Gain an Enemy. |
| 9 | Psychologically damaged by your time in the scouts. |
| 9 | Promoted to rank 1 |
| 9 | Is now a Scout |
| 10 | Aging Crisis. Owe 60,000 for medical bills. |
| 10 | Continued as Courier at age 54 |
| 10 | Injured. Fully recovered. Owe 2,500 for medical bills. |