| Term | History |
| 1 | Became a Engineer/Gunner at age 18 |
| 1 | Is now a Crewman |
| 1 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 1 | Promoted to Engineer/Gunner rank 1 |
| 1 | Is now a Able Spacehand |
| 2 | Continued as Engineer/Gunner at age 22 |
| 2 | Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
| 3 | Became a Colonist at age 26 |
| 3 | Scarred. Fully recovered. Owe 2,500 for medical bills. |
| 4 | Became a Merchant Marine at age 30 |
| 4 | Is now a Crewman |
| 5 | Continued as Merchant Marine at age 34 |
| 5 | Nearly killed. Fully recovered. Owe 11,250 for medical bills. |
| 6 | Became a Corporate Agent at age 38 |
| 6 | Established a network of contacts. Gain 2 contacts. |
| 7 | Continued as Corporate Agent at age 42 |
| 7 | Advanced training in a specialist field. |
| 7 | Promoted to rank 1 |
| 7 | Is now a Agent |
| 8 | Continued as Corporate Agent at age 46 |
| 8 | Advanced training in a specialist field. |
| 9 | Continued as Corporate Agent at age 50 |
| 9 | Established a network of contacts. Gain 1 contacts. |
| 9 | Forced to muster out. |
| 10 | Became a Scavenger at age 54 |
| 10 | Severely injured. Owe 10,000 for medical bills. |
| 11 | Aging Crisis. Owe 50,000 for medical bills. |
| 11 | Retired at age 58 |
| 11 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 12 | Aging Crisis. Owe 50,000 for medical bills. |