| Term | History |
| 1 | Became a Engineer/Gunner at age 18 |
| 1 | Is now a Crewman |
| 1 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 1 | Promoted to Engineer/Gunner rank 1 |
| 1 | Is now a Able Spacehand |
| 2 | Continued as Engineer/Gunner at age 22 |
| 2 | Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
| 3 | Entered Marine Academy at age 26 |
| 3 | War breaks out, triggering a mandatory draft. |
| 3 | Used social standing to avoid the draft. |
| 3 | Kicked out of military academy. |
| 4 | Continued as Engineer/Gunner at age 26 |
| 4 | Advanced training in a specialist field |
| 5 | Voluntarily left Engineer/Gunner |
| 5 | Became a Worker at age 30 |
| 5 | You are rewarded for your diligence or cunning. |
| 6 | Continued as Worker at age 34 |
| 6 | Lightly injured, no permanent damage. Fully recovered. |
| 7 | Became a Explorer at age 38 |
| 7 | You have no idea what happened to you – they found your ship drifting on the fringes of friendly space. |
| 8 | Became a Scavenger at age 42 |
| 8 | You do not know what happened to you. There is a gap in your memory. |
| 9 | Aging Crisis. Owe 60,000 for medical bills. |
| 9 | Retired at age 46 |
| 9 | Good fortune |
| 10 | Aging Crisis. Owe 60,000 for medical bills. |
| 10 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |