| Term | History |
| 1 | Became a Scientist at age 18 |
| 1 | Advanced training in a specialist field. |
| 1 | Promoted to rank 1 |
| 2 | Continued as Scientist at age 22 |
| 2 | An expedition or voyage goes wrong, leaving you stranded in the wilderness. |
| 3 | Became a Engineer/Gunner at age 26 |
| 3 | Is now a Crewman |
| 3 | Lightly injured, no permanent damage. Fully recovered. |
| 4 | Became a Worker at age 30 |
| 4 | Advanced training in a specialist field. |
| 5 | Continued as Worker at age 34 |
| 5 | Advanced training in a specialist field. |
| 6 | Continued as Worker at age 38 |
| 6 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 7 | Continued as Worker at age 42 |
| 7 | Advanced training in a specialist field. |
| 7 | Promoted to rank 1 |
| 8 | Voluntarily left Worker |
| 8 | Returned to Engineer/Gunner at age 46 |
| 8 | Lightly injured, no permanent damage. Fully recovered. |
| 9 | Switched to Line/Crew at age 50 |
| 9 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 10 | Continued as Line/Crew at age 54 |
| 10 | Scarred. Fully recovered. |
| 11 | Became a Scavenger at age 58 |
| 11 | You do not know what happened to you. There is a gap in your memory. |
| 12 | Aging Crisis. Owe 30,000 for medical bills. |
| 12 | Retired at age 62 |
| 12 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 13 | Aging Crisis. Owe 50,000 for medical bills. |
| 13 | Moved to a new world. |
| 14 | Aging Crisis. Owe 30,000 for medical bills. |
| 14 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 15 | Aging Crisis. Owe 50,000 for medical bills. |