| Term | History |
| 1 | Became a Merchant Marine at age 18 |
| 1 | Is now a Crewman |
| 1 | Given advanced training in a specialist field |
| 2 | Continued as Merchant Marine at age 22 |
| 2 | A good deal ensures you are living the high life for a few years. |
| 2 | Promoted to rank 1 |
| 2 | Is now a Senior Crewman |
| 3 | Continued as Merchant Marine at age 26 |
| 3 | Forced to muster out. |
| 4 | Became a Engineer/Gunner at age 30 |
| 4 | Is now a Crewman |
| 4 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 5 | Continued as Engineer/Gunner at age 34 |
| 5 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 5 | Promoted to Engineer/Gunner rank 1 |
| 5 | Is now a Able Spacehand |
| 6 | Continued as Engineer/Gunner at age 38 |
| 6 | Display heroism in battle, saving the whole ship. |
| 6 | Commissioned in Navy/Engineer/Gunner |
| 6 | Is now a Ensign |
| 6 | Promoted to Engineer/Gunner officer rank 2 |
| 6 | Is now a Sublieutenant |
| 7 | Continued as Engineer/Gunner at age 42 |
| 7 | Nearly killed. Fully recovered. Owe 11,250 for medical bills. |
| 8 | Became a Scavenger at age 46 |
| 8 | Severely injured. Owe 10,000 for medical bills. |
| 9 | Switched to Wanderer at age 50 |
| 9 | run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
| 10 | Aging Crisis. Owe 10,000 for medical bills. |
| 10 | Retired at age 54 |
| 10 | Good fortune |
| 11 | Aging Crisis. Owe 60,000 for medical bills. |