| Term | History |
| 1 | Entered Naval Academy at age 18 |
| 1 | Made lifelong friends. Gain 3 Allies. |
| 1 | Graduated at age 18. |
| 2 | Became a Engineer/Gunner at age 18 |
| 2 | Is now a Crewman |
| 2 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 2 | Commissioned in Navy/Engineer/Gunner |
| 2 | Is now a Ensign |
| 2 | Promoted to Engineer/Gunner officer rank 2 |
| 2 | Is now a Sublieutenant |
| 3 | Voluntarily left Engineer/Gunner |
| 3 | Switched to Flight at age 22 |
| 3 | Vessel participates in a notable military engagement. |
| 3 | Promoted to Flight officer rank 3 |
| 3 | Is now a Lieutenant |
| 4 | Continued as Flight at age 26 |
| 4 | Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
| 5 | Became a Scavenger at age 30 |
| 5 | Injured. Fully recovered. Owe 1,250 for medical bills. |
| 6 | Became a Corporate at age 34 |
| 6 | Severely injured. Fully recovered. Owe 30,000 for medical bills. |
| 7 | Returned to Scavenger at age 38 |
| 8 | Continued as Scavenger at age 42 |
| 8 | run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
| 9 | Became a Merchant Marine at age 46 |
| 9 | Is now a Crewman |
| 10 | Continued as Merchant Marine at age 50 |
| 10 | Your ship or starport is destroyed by criminals. Gain them as an Enemy. |
| 11 | Aging Crisis. Owe 40,000 for medical bills. |
| 11 | Continued as Merchant Marine at age 54 |
| 11 | Given advanced training in a specialist field |
| 11 | Promoted to rank 1 |
| 11 | Is now a Senior Crewman |
| 12 | Aging Crisis. Owe 30,000 for medical bills. |
| 12 | Continued as Merchant Marine at age 58 |
| 12 | Forced to muster out. |
| 13 | Aging Crisis. Owe 50,000 for medical bills. |