| Term | History |
| 1 | Became a Corporate Agent at age 18 |
| 1 | Accepted a deal with criminal or other figure under investigation. |
| 2 | Became a Colonist at age 22 |
| 2 | Victim of a crime |
| 3 | Voluntarily left Colonist |
| 3 | Entered University at age 26 |
| 3 | Graduated at age 30. |
| 4 | Continued as Colonist at age 30 |
| 4 | Your business expands, your corporation grows, or the colony thrives. |
| 4 | Promoted to rank 1 |
| 5 | Voluntarily left Colonist |
| 5 | Became a Wanderer at age 34 |
| 5 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 6 | Continued as Wanderer at age 38 |
| 6 | run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
| 7 | Switched to Barbarian at age 42 |
| 7 | Severely injured. Fully recovered. Owe 10,000 for medical bills. |
| 8 | Switched to Intelligence at age 46 |
| 8 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 9 | Returned to Wanderer at age 50 |
| 9 | Lightly injured, no permanent damage. Fully recovered. |
| 10 | Became a Engineer/Gunner at age 54 |
| 10 | Is now a Crewman |
| 10 | Vessel participates in a diplomatic mission. |
| 10 | Gain a contact. |
| 10 | Promoted to Engineer/Gunner rank 1 |
| 10 | Is now a Able Spacehand |
| 11 | Continued as Engineer/Gunner at age 58 |
| 11 | Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
| 12 | Aging Crisis. Owe 60,000 for medical bills. |
| 12 | Retired at age 62 |
| 12 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 13 | Aging Crisis. Owe 40,000 for medical bills. |
| 13 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 14 | Aging Crisis. Owe 10,000 for medical bills. |
| 14 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 15 | Aging Crisis. Owe 20,000 for medical bills. |
| 15 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 16 | Aging Crisis. Owe 40,000 for medical bills. |