| Term | History |
| 1 | Became a Engineer/Gunner at age 18 |
| 1 | Is now a Crewman |
| 1 | Vessel participates in a diplomatic mission. |
| 1 | Gain a contact. |
| 1 | Promoted to Engineer/Gunner rank 1 |
| 1 | Is now a Able Spacehand |
| 2 | Continued as Engineer/Gunner at age 22 |
| 2 | Vessel participates in a notable military engagement. |
| 2 | Promoted to Engineer/Gunner rank 2 |
| 2 | Is now a Petty Officer, 3rd class |
| 3 | Continued as Engineer/Gunner at age 26 |
| 3 | Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
| 4 | Became a Intelligence at age 30 |
| 4 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 5 | Switched to Corporate Agent at age 34 |
| 5 | You go above and beyond the call of duty. |
| 6 | Continued as Corporate Agent at age 38 |
| 6 | Refused a deal with criminal or other figure under investigation. Gain an Enemy |
| 7 | Became a Courier at age 42 |
| 7 | You have no idea what happened to you – they found your ship drifting on the fringes of friendly space. |
| 8 | Became a Colonist at age 46 |
| 8 | Nearly killed. Fully recovered. Owe 7,500 for medical bills. |
| 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. |
| 9 | Promoted to Line/Crew rank 3 |
| 9 | Is now a Petty Officer, 2nd class |
| 10 | Continued as Line/Crew at age 54 |
| 10 | Special assignment or duty on board ship. |
| 11 | Aging Crisis. Owe 20,000 for medical bills. |
| 11 | Continued as Line/Crew at age 58 |
| 11 | Vessel participates in a notable military engagement. |
| 12 | Aging Crisis. Owe 30,000 for medical bills. |