| Term | History |
| 1 | Became a Enforcer at age 18 |
| 1 | A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy. |
| 2 | Became a Engineer/Gunner at age 22 |
| 2 | Is now a Crewman |
| 2 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 2 | Attempt at commissioned failed. |
| 2 | Promoted to Engineer/Gunner rank 1 |
| 2 | Is now a Able Spacehand |
| 3 | Continued as Engineer/Gunner at age 26 |
| 3 | Vessel participates in a diplomatic mission. |
| 3 | Forced to continue current assignment |
| 3 | Promoted to Engineer/Gunner rank 2 |
| 3 | Is now a Petty Officer, 3rd class |
| 4 | Continued as Engineer/Gunner at age 30 |
| 4 | Vessel participates in a diplomatic mission. |
| 4 | Promoted to Engineer/Gunner rank 3 |
| 4 | Is now a Petty Officer, 2nd class |
| 5 | Continued as Engineer/Gunner at age 34 |
| 5 | Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
| 6 | Became a Colonist at age 38 |
| 6 | Injured. Fully recovered. |
| 7 | Became a Wanderer at age 42 |
| 7 | Attempted a risky adventure and was injured. |
| 7 | Lightly injured, no permanent damage. Fully recovered. |
| 7 | Promoted to rank 1 |
| 8 | Continued as Wanderer at age 46 |
| 8 | run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
| 9 | Became a Scientist at age 50 |
| 9 | Advanced training in a specialist field. |
| 9 | Promoted to rank 1 |