| Term | History |
| 1 | Became a Flight at age 18 |
| 1 | Is now a Crewman |
| 1 | You are tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival. |
| 2 | Became a Intelligence at age 22 |
| 2 | Your work ends up coming home with you, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
| 3 | Switched to Engineer/Gunner at age 26 |
| 3 | Refuse to abuse your position for profit |
| 4 | Continued as Engineer/Gunner at age 30 |
| 4 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 4 | Promoted to Engineer/Gunner rank 1 |
| 4 | Is now a Able Spacehand |
| 5 | Continued as Engineer/Gunner at age 34 |
| 5 | Abuse your position for profit |
| 5 | Promoted to Engineer/Gunner rank 2 |
| 5 | Is now a Petty Officer, 3rd class |
| 6 | Continued as Engineer/Gunner at age 38 |
| 6 | Moved to a new world. |
| 6 | Forced to continue current assignment |
| 6 | Promoted to Engineer/Gunner rank 3 |
| 6 | Is now a Petty Officer, 2nd class |
| 7 | Continued as Engineer/Gunner at age 42 |
| 7 | Vessel participates in a notable military engagement. |
| 7 | Forced to muster out. |
| 8 | Became a Scientist at age 46 |
| 8 | Agreed to perform research that goes against your conscience. Gain 3 Enemies. |
| 8 | Promoted to rank 1 |
| 9 | Continued as Scientist at age 50 |
| 9 | Caught cheating in some fashion, advancing your career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. |
| 9 | An expedition or voyage goes wrong, leaving you stranded in the wilderness. |
| 9 | Gain an Enemy |
| 9 | Promoted to rank 2 |
| 10 | Aging Crisis. Owe 40,000 for medical bills. |