| Term | History |
| 1 | Became a Line/Crew at age 18 |
| 1 | Is now a Crewman |
| 1 | Severely injured. Owe 1,250 for medical bills. |
| 1 | Forced to continue current assignment |
| 1 | Promoted to Line/Crew rank 1 |
| 1 | Is now a Able Spacehand |
| 2 | Continued as Line/Crew at age 22 |
| 2 | You join a gambling circle on board. |
| 2 | Promoted to Line/Crew rank 2 |
| 2 | Is now a Petty Officer, 3rd class |
| 3 | Continued as Line/Crew at age 26 |
| 3 | During a battle, defeat or victory depends on your actions. You actions lead to an honorabe discharge. |
| 4 | Became a Intelligence at age 30 |
| 4 | Severely injured. Fully recovered. Owe 3,750 for medical bills. |
| 5 | Became a Cavalry at age 34 |
| 5 | Is now a Private |
| 5 | Severely injured. Owe 2,500 for medical bills. |
| 6 | Returned to Line/Crew at age 38 |
| 6 | Abuse your position for profit |
| 6 | Promoted to Line/Crew rank 3 |
| 6 | Is now a Petty Officer, 2nd class |
| 7 | Voluntarily left Line/Crew |
| 7 | Became a 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 | Aging Crisis. Owe 10,000 for medical bills. |
| 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 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 8 | Gain 5 Contacts. Gain 1 Enemies. |
| 8 | Promoted to rank 1 |
| 8 | Is now a Scout |
| 9 | Continued as Courier at age 50 |
| 9 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 10 | Aging Crisis. Owe 20,000 for medical bills. |
| 10 | Voluntarily left Courier |
| 10 | Retired at age 54 |
| 10 | A new romantic starts. Gain an Ally. |
| 11 | Aging Crisis. Owe 60,000 for medical bills. |
| 11 | A new romantic starts. Gain an Ally. |
| 12 | Aging Crisis. Owe 60,000 for medical bills. |