| 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 romantic relationship ends badly. Gain a Rival or Enemy. |
| 2 | Promoted to rank 1 |
| 2 | Is now a Senior Crewman |
| 3 | Continued as Merchant Marine at age 26 |
| 3 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 3 | Promoted to rank 2 |
| 3 | Is now a 4th Officer |
| 4 | Continued as Merchant Marine at age 30 |
| 4 | Given advanced training in a specialist field |
| 5 | Continued as Merchant Marine at age 34 |
| 5 | Given advanced training in a specialist field |
| 5 | Forced to muster out. |
| 6 | Became a Engineer/Gunner at age 38 |
| 6 | Is now a Crewman |
| 6 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 6 | Promoted to Engineer/Gunner rank 1 |
| 6 | Is now a Able Spacehand |
| 7 | Continued as Engineer/Gunner at age 42 |
| 7 | You join a gambling circle on board. |
| 8 | Continued as Engineer/Gunner at age 46 |
| 8 | Lost eye or limb. |
| 9 | Became a Scientist at age 50 |
| 9 | Work for an eccentric but brilliant mentor, who becomes an Ally. |
| 9 | Promoted to rank 1 |
| 10 | Aging Crisis. Owe 50,000 for medical bills. |
| 10 | Continued as Scientist at age 54 |
| 10 | Assigned to work on a secret project for a patron or organisation. |
| 10 | Promoted to rank 2 |
| 11 | Aging Crisis. Owe 30,000 for medical bills. |
| 11 | Continued as Scientist at age 58 |
| 11 | Make a breakthrough in your field. |
| 11 | Promoted to rank 3 |
| 12 | Aging Crisis. Owe 50,000 for medical bills. |