| Term | History |
| 1 | Became a Corporate at age 18 |
| 1 | You befriend a superior in the corporation or the colony. |
| 1 | Promoted to rank 1 |
| 2 | Continued as Corporate at age 22 |
| 2 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 3 | Became a Engineer/Gunner at age 26 |
| 3 | Is now a Crewman |
| 3 | Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
| 4 | Became a Enforcer at age 30 |
| 4 | Involved in a feud with a rival criminal organization. |
| 4 | Promoted to rank 1 |
| 5 | Continued as Enforcer at age 34 |
| 5 | A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy. |
| 6 | Became a Barbarian at age 38 |
| 6 | Lightly injured, no permanent damage. Fully recovered. |
| 6 | Promoted to rank 1 |
| 7 | Continued as Barbarian at age 42 |
| 7 | run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
| 8 | Became a Field Researcher at age 46 |
| 8 | An expedition or voyage goes wrong, leaving you stranded in the wilderness. |
| 9 | Switched to Wanderer at age 50 |
| 9 | Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. |
| 10 | Became a Merchant Marine at age 54 |
| 10 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 11 | Aging Crisis. Owe 60,000 for medical bills. |
| 11 | Continued as Merchant Marine at age 58 |
| 11 | Make an unexpected connection outside your normal circles. Gain a Contact. |
| 12 | Aging Crisis. Owe 60,000 for medical bills. |
| 12 | Continued as Merchant Marine at age 62 |
| 12 | Risk your fortune on a possibility lucrative deal and win. |
| 12 | Forced to continue current assignment |
| 12 | Promoted to rank 1 |
| 12 | Is now a Senior Crewman |
| 13 | Aging Crisis. Owe 50,000 for medical bills. |