| Term | History |
| 1 | Became a Intelligence at age 18 |
| 1 | An investigation takes on a dangerous turn. |
| 2 | Continued as Intelligence at age 22 |
| 2 | Injured. Fully recovered. Owe 2,500 for medical bills. |
| 3 | Entered Army Academy at age 26 |
| 3 | Join a social movement. |
| 3 | Dropped out of military academy. |
| 4 | Continued as Intelligence at age 26 |
| 4 | Injured. Fully recovered. Owe 1,250 for medical bills. |
| 5 | Became a Scavenger at age 30 |
| 5 | Suffer from a life-threatening illness. |
| 6 | Became a Explorer at age 34 |
| 6 | Psychologically damaged by your time in the scouts. |
| 7 | Became a Physician at age 38 |
| 7 | Severely injured. Fully recovered. Owe 12,500 for medical bills. |
| 8 | Became a Free Trader at age 42 |
| 8 | Promoted to rank 1 |
| 9 | Continued as Free Trader at age 46 |
| 9 | Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
| 10 | Returned to Scavenger at age 50 |
| 10 | run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
| 11 | Became a Engineer/Gunner at age 54 |
| 11 | Is now a Crewman |
| 11 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 11 | Promoted to Engineer/Gunner rank 1 |
| 11 | Is now a Able Spacehand |
| 12 | Aging Crisis. Owe 60,000 for medical bills. |
| 12 | Continued as Engineer/Gunner at age 58 |
| 12 | A new romantic starts. Gain an Ally. |
| 13 | Aging Crisis. Owe 50,000 for medical bills. |
| 13 | Voluntarily left Engineer/Gunner |
| 13 | Retired at age 62 |
| 13 | Gained a contact. |
| 14 | Aging Crisis. Owe 50,000 for medical bills. |
| 14 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 15 | Aging Crisis. Owe 20,000 for medical bills. |
| 15 | Gained a contact. |
| 16 | Aging Crisis. Owe 50,000 for medical bills. |