| Term | History |
| 1 | Entered Naval Academy at age 18 |
| 1 | Suffered a deep tragedy. |
| 1 | Graduated at age 18. |
| 2 | Became a Line/Crew at age 18 |
| 2 | Is now a Crewman |
| 2 | Vessel participates in a notable military engagement. |
| 2 | Commissioned in Navy/Line/Crew |
| 2 | Is now a Ensign |
| 3 | Continued as Line/Crew at age 22 |
| 3 | Gained a contact. |
| 4 | Continued as Line/Crew at age 26 |
| 4 | You join a gambling circle on board. |
| 5 | Continued as Line/Crew at age 30 |
| 5 | Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
| 6 | Became a Courier at age 34 |
| 6 | Spend several years jumping from world to world in your scout ship. |
| 7 | Aging Crisis. Owe 50,000 for medical bills. |
| 7 | Continued as Courier at age 38 |
| 7 | 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. |
| 7 | Scarred. Owe 5,000 for medical bills. |
| 8 | Aging Crisis. Owe 10,000 for medical bills. |
| 8 | Continued as Courier at age 42 |
| 8 | Perform an exemplary service for the scouts. |
| 9 | Aging Crisis. Owe 40,000 for medical bills. |
| 9 | Continued as Courier at age 46 |
| 9 | Nearly killed. Owe 17,500 for medical bills. |
| 10 | Aging Crisis. Owe 60,000 for medical bills. |
| 10 | Continued as Courier at age 50 |
| 10 | When dealing with an alien race, you have an opportunity to gather extra intelligence about them. Gain an Ally in the Imperium |
| 11 | Aging Crisis. Owe 10,000 for medical bills. |
| 11 | Continued as Courier at age 54 |
| 11 | When dealing with an alien race, you have an opportunity to gather extra intelligence about them. Gain an Ally in the Imperium |
| 12 | Aging Crisis. Owe 60,000 for medical bills. |
| 12 | Voluntarily left Courier |
| 12 | Retired at age 58 |
| 12 | A new romantic starts. Gain an Ally. |
| 13 | Aging Crisis. Owe 20,000 for medical bills. |
| 13 | Gained a contact. |
| 14 | Aging Crisis. Owe 20,000 for medical bills. |