| Term | History |
| 1 | Became a Colonist at age 18 |
| 1 | Nearly killed. Owe 10,000 for medical bills. |
| 2 | Switched to Corporate at age 22 |
| 2 | You learn something you should not have – a corporate secret, a political scandal – which you can profit from illegally. |
| 3 | Continued as Corporate at age 26 |
| 3 | A new romantic starts. Gain an Ally. |
| 4 | Voluntarily left Corporate |
| 4 | Became a Engineer/Gunner at age 30 |
| 4 | Is now a Crewman |
| 4 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 4 | Promoted to Engineer/Gunner rank 1 |
| 4 | Is now a Able Spacehand |
| 5 | Continued as Engineer/Gunner at age 34 |
| 5 | Severely injured. |
| 6 | Aging Crisis. Owe 60,000 for medical bills. |
| 6 | Retired at age 38 |
| 6 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 7 | Gained a contact. |
| 8 | Aging Crisis. Owe 20,000 for medical bills. |
| 8 | Moved to a new world. |
| 9 | Aging Crisis. Owe 50,000 for medical bills. |
| 9 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 10 | Aging Crisis. Owe 20,000 for medical bills. |
| 10 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 11 | Aging Crisis. Owe 50,000 for medical bills. |
| 11 | A new romantic starts. Gain an Ally. |
| 12 | Aging Crisis. Owe 10,000 for medical bills. |