| Term | History |
| 1 | Became a Line/Crew at age 18 |
| 1 | Is now a Crewman |
| 1 | Vessel participates in a diplomatic mission. |
| 1 | Promoted to Line/Crew rank 1 |
| 1 | Is now a Able Spacehand |
| 2 | Continued as Line/Crew at age 22 |
| 2 | You join a gambling circle on board. |
| 3 | Continued as Line/Crew at age 26 |
| 3 | You are tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival. |
| 4 | Became a Free Trader at age 30 |
| 4 | A sudden war destroys your trade routes and contacts, forcing you to flee that region of space. |
| 4 | Gain rebels as Enemy |
| 5 | Switched to Engineer/Gunner at age 34 |
| 5 | Lost eye or limb. Fully recovered. |
| 6 | Switched to Flight at age 38 |
| 6 | Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
| 7 | Became a Corporate at age 42 |
| 7 | You rise to a position of power in your colony or corporation. |
| 7 | Promoted to rank 1 |
| 8 | Continued as Corporate at age 46 |
| 8 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 9 | Became a Wanderer at age 50 |
| 9 | Scarred. Owe 5,000 for medical bills. |
| 10 | Aging Crisis. Owe 50,000 for medical bills. |
| 10 | Retired at age 54 |
| 10 | Contact with Government. |
| 11 | Aging Crisis. Owe 10,000 for medical bills. |
| 11 | A new romantic starts. Gain an Ally. |
| 12 | Aging Crisis. Owe 60,000 for medical bills. |
| 12 | Gained a contact. |
| 13 | Aging Crisis. Owe 20,000 for medical bills. |
| 13 | A new romantic starts. Gain an Ally. |
| 14 | Aging Crisis. Owe 20,000 for medical bills. |
| 14 | A new romantic starts. Gain an Ally. |
| 15 | Aging Crisis. Owe 30,000 for medical bills. |