| Term | History |
| 1 | Became a Colonist at age 18 |
| 1 | A revolution, attack or other unusual event throws your life into chaos, forcing you to leave the planet. |
| 2 | Voluntarily left Colonist |
| 2 | Entered Naval Academy at age 22 |
| 2 | Graduated at age 22. |
| 3 | Became a Engineer/Gunner at age 22 |
| 3 | Is now a Crewman |
| 3 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 3 | Promoted to Engineer/Gunner rank 1 |
| 3 | Is now a Able Spacehand |
| 4 | Continued as Engineer/Gunner at age 26 |
| 4 | Vessel participates in a notable military engagement. |
| 5 | Continued as Engineer/Gunner at age 30 |
| 5 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 5 | Promoted to Engineer/Gunner rank 2 |
| 5 | Is now a Petty Officer, 3rd class |
| 6 | Continued as Engineer/Gunner at age 34 |
| 6 | You join a gambling circle on board. |
| 6 | Forced to muster out. |
| 7 | Became a Corporate Agent at age 38 |
| 7 | An investigation takes on a dangerous turn. |
| 7 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 7 | Promoted to rank 1 |
| 7 | Is now a Agent |
| 8 | Aging Crisis. Owe 10,000 for medical bills. |
| 8 | Continued as Corporate Agent at age 42 |
| 8 | Advanced training in a specialist field. |
| 8 | Promoted to rank 2 |
| 8 | Is now a Field Agent |
| 9 | Aging Crisis. Owe 50,000 for medical bills. |
| 9 | Continued as Corporate Agent at age 46 |
| 9 | Established a network of contacts. Gain 3 contacts. |
| 10 | Continued as Corporate Agent at age 50 |
| 10 | Go undercover to investigate an enemy. |
| 10 | You spend months in the dangerous criminal underworld. |
| 10 | Promoted to rank 3 |
| 11 | Aging Crisis. Owe 60,000 for medical bills. |