| Term | History |
| 1 | Became a Scientist at age 18 |
| 1 | A disaster leaves several injured, and others blame you, forcing you to leave your career. Gain a Rival. |
| 1 | Lightly injured, no permanent damage. Fully recovered. |
| 2 | Continued as Scientist at age 22 |
| 2 | Advanced training in a specialist field. |
| 3 | Voluntarily left Scientist |
| 3 | Became a Intelligence at age 26 |
| 3 | Scarred. Fully recovered. Owe 5,000 for medical bills. |
| 4 | Became a Engineer/Gunner at age 30 |
| 4 | Is now a Crewman |
| 4 | Abuse your position for profit |
| 5 | Continued as Engineer/Gunner at age 34 |
| 5 | Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
| 6 | Became a Free Trader at age 38 |
| 6 | Bankrupted by a rival. Gain the other trader as a Rival. |
| 7 | Became a Scavenger at age 42 |
| 7 | Birth or Death involving a family member or close friend. |
| 7 | Forced to continue current assignment |
| 7 | Promoted to rank 1 |
| 8 | Continued as Scavenger at age 46 |
| 8 | Attempted a risky adventure and was wildly successful. |
| 9 | Aging Crisis. Owe 40,000 for medical bills. |
| 9 | Continued as Scavenger at age 50 |
| 9 | run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
| 10 | Aging Crisis. Owe 30,000 for medical bills. |
| 10 | Retired at age 54 |
| 10 | A new romantic starts. Gain an Ally. |
| 11 | Aging Crisis. Owe 10,000 for medical bills. |
| 11 | Nearly killed. Owe 20,000 for medical bills. |
| 12 | Aging Crisis. Owe 10,000 for medical bills. |