| Term | History |
| 1 | Became a Wanderer at age 18 |
| 1 | run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
| 2 | Became a Law Enforcement at age 22 |
| 2 | Is now a Rookie |
| 2 | Nearly killed. Fully recovered. Owe 17,500 for medical bills. |
| 3 | Switched to Scavenger at age 26 |
| 3 | Attempted a risky adventure and was wildly successful. |
| 4 | Voluntarily left Scavenger |
| 4 | Became a Flight at age 30 |
| 4 | Is now a Crewman |
| 4 | Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
| 5 | Returned to Wanderer at age 34 |
| 5 | Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
| 6 | Became a Colonist at age 38 |
| 6 | Refused to co-operate with investigation by the planetary authorities. Gain an Ally |
| 6 | Promoted to rank 1 |
| 7 | Continued as Colonist at age 42 |
| 7 | You learn something you should not have – a corporate secret, a political scandal – which you can profit from illegally. |
| 7 | Promoted to rank 2 |
| 7 | Is now a Settler |
| 8 | Continued as Colonist at age 46 |
| 8 | You befriend a superior in the corporation or the colony. |
| 8 | Promoted to rank 3 |
| 9 | Continued as Colonist at age 50 |
| 9 | Your business expands, your corporation grows, or the colony thrives. |
| 9 | Forced to muster out. |
| 10 | Switched to Engineer/Gunner at age 54 |
| 10 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 10 | Promoted to Engineer/Gunner rank 1 |
| 10 | Is now a Able Spacehand |
| 11 | Continued as Engineer/Gunner at age 58 |
| 11 | You are falsed accused for an accident that causes the death of several crew members. Gain the officer who blamed you as an Enemy. |
| 12 | Aging Crisis. Owe 50,000 for medical bills. |