| Term | History |
| 1 | Entered Naval Academy at age 18 |
| 1 | A prank goes horribly wrong. |
| 1 | Gain an Enemy. |
| 1 | Graduated at age 18. |
| 2 | Became a Engineer/Gunner at age 18 |
| 2 | Is now a Crewman |
| 2 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 2 | Forced to continue current assignment |
| 2 | Promoted to Engineer/Gunner rank 1 |
| 2 | Is now a Able Spacehand |
| 3 | Continued as Engineer/Gunner at age 22 |
| 3 | Nearly killed. Fully recovered. |
| 4 | Became a Courier at age 26 |
| 4 | When dealing with an alien race, you botch an opportunity to gather extra intelligence about them. |
| 4 | Psychologically damaged by your time in the scouts. |
| 4 | Forced to continue current assignment |
| 4 | Promoted to rank 1 |
| 4 | Is now a Scout |
| 5 | Continued as Courier at age 30 |
| 5 | You spend a great deal of time on the fringes of Charted Space. |
| 5 | Gain a contact in an alien race. |
| 6 | Continued as Courier at age 34 |
| 6 | You spend a great deal of time on the fringes of Charted Space. |
| 6 | Severely injured. Fully recovered. Owe 12,500 for medical bills. |
| 7 | Continued as Courier at age 38 |
| 7 | Perform an exemplary service for the scouts. |
| 8 | Continued as Courier at age 42 |
| 8 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 9 | Continued as Courier at age 46 |
| 9 | Nearly killed. Fully recovered. Owe 35,000 for medical bills. |