| Term | History |
| 1 | Became a Engineer/Gunner at age 18 |
| 1 | Is now a Crewman |
| 1 | Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
| 2 | Became a Intelligence at age 22 |
| 2 | Gained a contact. |
| 3 | Continued as Intelligence at age 26 |
| 3 | Advanced training in a specialist field. |
| 4 | Continued as Intelligence at age 30 |
| 4 | Injured. Fully recovered. Owe 2,500 for medical bills. |
| 5 | Became a Pirate at age 34 |
| 5 | Is now a Lackey |
| 5 | Birth or Death involving a family member or close friend. |
| 5 | Promoted to rank 1 |
| 5 | Is now a Henchman |
| 6 | Continued as Pirate at age 38 |
| 6 | Involved in the planning of an impressive heist. |
| 6 | Promoted to rank 2 |
| 6 | Is now a Corporal |
| 7 | Continued as Pirate at age 42 |
| 7 | Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. |
| 8 | Switched to Flight at age 46 |
| 8 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 8 | Promoted to Flight rank 1 |
| 8 | Is now a Able Spacehand |
| 9 | Continued as Flight at age 50 |
| 9 | You are blamed for an accident that causes the death of several crew members. Your guilt drives you to excel. |
| 10 | Aging Crisis. Owe 10,000 for medical bills. |
| 10 | Retired at age 54 |
| 10 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 11 | Victim of a crime |
| 12 | Aging Crisis. Owe 20,000 for medical bills. |
| 12 | Accused of a crime |
| 13 | Aging Crisis. Owe 10,000 for medical bills. |
| 13 | Moved to a new world. |
| 14 | Aging Crisis. Owe 50,000 for medical bills. |
| 14 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 15 | Aging Crisis. Owe 10,000 for medical bills. |