| Term | History |
| 1 | Became a Scavenger at age 18 |
| 1 | Scarred. Fully recovered. Owe 10,000 for medical bills. |
| 2 | Became a Engineer/Gunner at age 22 |
| 2 | Is now a Crewman |
| 2 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 3 | Continued as Engineer/Gunner at age 26 |
| 3 | Advanced training in a specialist field |
| 3 | Promoted to Engineer/Gunner rank 1 |
| 3 | Is now a Able Spacehand |
| 4 | Continued as Engineer/Gunner at age 30 |
| 4 | During a battle, defeat or victory depends on your actions. You actions lead to an honorabe discharge. |
| 5 | Became a Courier at age 34 |
| 5 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 6 | Continued as Courier at age 38 |
| 6 | Moved to a new world. |
| 7 | Continued as Courier at age 42 |
| 7 | When dealing with an alien race, you have an opportunity to gather extra intelligence about them. Gain an Ally in the Imperium |
| 8 | Continued as Courier at age 46 |
| 8 | 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. |
| 8 | Psychologically damaged by your time in the scouts. |
| 9 | Continued as Courier at age 50 |
| 9 | You have no idea what happened to you – they found your ship drifting on the fringes of friendly space. |
| 10 | Became a Merchant Marine at age 54 |
| 10 | Is now a Crewman |
| 10 | Embroiled in legal trouble. |
| 11 | Aging Crisis. Owe 20,000 for medical bills. |
| 11 | Continued as Merchant Marine at age 58 |
| 11 | Given advanced training in a specialist field |
| 12 | Aging Crisis. Owe 20,000 for medical bills. |
| 12 | Continued as Merchant Marine at age 62 |
| 12 | Promoted to rank 1 |
| 12 | Is now a Senior Crewman |
| 13 | Aging Crisis. Owe 30,000 for medical bills. |