| Term | History |
| 1 | Became a Law Enforcement at age 18 |
| 1 | Is now a Rookie |
| 1 | Your work ends up coming home with you, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
| 2 | Became a Flight 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. |
| 2 | Promoted to Flight rank 1 |
| 2 | Is now a Able Spacehand |
| 3 | Continued as Flight at age 26 |
| 3 | You are tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival. |
| 3 | Promoted to Flight rank 2 |
| 3 | Is now a Petty Officer, 3rd class |
| 4 | Continued as Flight at age 30 |
| 4 | You join a gambling circle on board. |
| 4 | Promoted to Flight rank 3 |
| 4 | Is now a Petty Officer, 2nd class |
| 5 | Continued as Flight at age 34 |
| 5 | Display heroism in battle, saving the whole ship. |
| 5 | Commissioned in Navy/Flight |
| 5 | Is now a Ensign |
| 5 | Promoted to Flight officer rank 2 |
| 5 | Is now a Sublieutenant |
| 6 | Continued as Flight at age 38 |
| 6 | During a battle, defeat or victory depends on your actions. You actions lead to an honorabe discharge. |
| 7 | Became a Corporate at age 42 |
| 7 | Your business expands, your corporation grows, or the colony thrives. |
| 7 | Promoted to rank 1 |
| 8 | Continued as Corporate at age 46 |
| 8 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 9 | Became a Scientist at age 50 |
| 9 | Advanced training in a specialist field. |
| 10 | Continued as Scientist at age 54 |
| 10 | Caught cheating in some fashion, advancing your career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. |
| 10 | Nearly killed. Fully recovered. Owe 8,750 for medical bills. |
| 10 | Gain an Enemy |
| 10 | Promoted to rank 1 |