| Term | History |
| 1 | Became a Line/Crew at age 18 |
| 1 | Is now a Crewman |
| 1 | Gained a contact. |
| 2 | Continued as Line/Crew at age 22 |
| 2 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 3 | Continued as Line/Crew at age 26 |
| 3 | Injured. Fully recovered. |
| 4 | Became a Explorer at age 30 |
| 4 | Psychologically damaged by your time in the scouts. |
| 5 | Became a Merchant Marine at age 34 |
| 5 | Befriend a useful ally in one sphere. Gain an Ally. |
| 5 | Forced to continue current assignment |
| 5 | Promoted to rank 1 |
| 5 | Is now a Senior Crewman |
| 6 | Continued as Merchant Marine at age 38 |
| 6 | A good deal ensures you are living the high life for a few years. |
| 7 | Continued as Merchant Marine at age 42 |
| 7 | Make an unexpected connection outside your normal circles. Gain a Contact. |
| 8 | Voluntarily left Merchant Marine |
| 8 | Switched to Broker at age 46 |
| 8 | Make an unexpected connection outside your normal circles. Gain a Contact. |
| 9 | Continued as Broker at age 50 |
| 9 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 10 | Continued as Broker at age 54 |
| 10 | A sudden war destroys your trade routes and contacts, forcing you to flee that region of space. |
| 10 | Gain rebels as Enemy |
| 11 | Aging Crisis. Owe 40,000 for medical bills. |
| 11 | Retired at age 58 |
| 11 | Good fortune |
| 12 | Aging Crisis. Owe 30,000 for medical bills. |
| 12 | Gained a contact. |
| 13 | Aging Crisis. Owe 50,000 for medical bills. |
| 13 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 14 | Aging Crisis. Owe 60,000 for medical bills. |
| 14 | Nearly killed. Owe 20,000 for medical bills. |
| 15 | Aging Crisis. Owe 10,000 for medical bills. |