| Term | History |
| 1 | Entered Naval Academy at age 18 |
| 1 | A prank goes horribly wrong. |
| 1 | Gain a Rival. |
| 1 | Graduated at age 18. |
| 2 | Became a Line/Crew at age 18 |
| 2 | Is now a Crewman |
| 2 | Lost eye or limb. Fully recovered. |
| 3 | Became a Wanderer at age 22 |
| 3 | Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
| 4 | Became a Scientist at age 26 |
| 4 | Caught cheating in some fashion, advancing your career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. |
| 4 | Nearly killed. Owe 6,250 for medical bills. |
| 4 | Gain an Enemy |
| 5 | Continued as Scientist at age 30 |
| 5 | Make a breakthrough in your field. |
| 5 | Promoted to rank 1 |
| 6 | Voluntarily left Scientist |
| 6 | Switched to Field Researcher at age 34 |
| 6 | Caught cheating in some fashion, advancing your career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. |
| 6 | A disaster leaves several injured, and others blame you, forcing you to leave your career. Gain a Rival. |
| 6 | Nearly killed. Owe 15,000 for medical bills. |
| 6 | Gain an Enemy |
| 6 | Promoted to rank 1 |
| 7 | Continued as Field Researcher at age 38 |
| 7 | Advanced training in a specialist field. |
| 7 | Promoted to rank 2 |
| 8 | Continued as Field Researcher at age 42 |
| 8 | Make a breakthrough in your field. |
| 8 | Forced to continue current assignment |
| 8 | Promoted to rank 3 |
| 9 | Continued as Field Researcher at age 46 |
| 9 | An expedition or voyage goes wrong, leaving you stranded in the wilderness. |
| 10 | Became a Corporate at age 50 |
| 10 | Lightly injured, no permanent damage. Fully recovered. |
| 11 | Aging Crisis. Owe 30,000 for medical bills. |