| Term | History |
| 1 | Became a Engineer/Gunner at age 18 |
| 1 | Is now a Crewman |
| 1 | Scarred. Fully recovered. Owe 2,500 for medical bills. |
| 2 | Became a Worker at age 22 |
| 2 | You gain experience in a technical field as a computer operator or surveyor. |
| 3 | Continued as Worker at age 26 |
| 3 | A revolution, attack or other unusual event throws your life into chaos, forcing you to leave the planet. |
| 4 | Became a Merchant Marine at age 30 |
| 4 | Your ship or starport is destroyed by criminals. Gain them as an Enemy. |
| 5 | Became a Scavenger at age 34 |
| 5 | Find valuable salvage. |
| 6 | Voluntarily left Scavenger |
| 6 | Became a Intelligence at age 38 |
| 6 | Established a network of contacts. Gain 1 contacts. |
| 6 | Promoted to rank 1 |
| 6 | Is now a Agent |
| 7 | Voluntarily left Intelligence |
| 7 | Returned to Engineer/Gunner at age 42 |
| 7 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 7 | Promoted to Engineer/Gunner rank 1 |
| 7 | Is now a Able Spacehand |
| 8 | Continued as Engineer/Gunner at age 46 |
| 8 | Scarred. Fully recovered. Owe 2,500 for medical bills. |
| 9 | Returned to Merchant Marine at age 50 |
| 9 | Given advanced training in a specialist field |
| 10 | Aging Crisis. Owe 60,000 for medical bills. |
| 10 | Continued as Merchant Marine at age 54 |
| 10 | A sudden war destroys your trade routes and contacts, forcing you to flee that region of space. |
| 10 | Gain rebels as Enemy |
| 11 | Aging Crisis. Owe 20,000 for medical bills. |