| Term | History |
| 1 | Became a Engineer/Gunner at age 18 |
| 1 | Is now a Crewman |
| 1 | Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
| 2 | Became a Journalist at age 22 |
| 2 | Refused to criticise a questionable political leader on your homeworld. |
| 2 | Promoted to rank 1 |
| 2 | Is now a Freelancer |
| 3 | Continued as Journalist at age 26 |
| 3 | You are betrayed by a peer. One Ally or Contact becomes a Rival or Enemy |
| 4 | Became a Merchant Marine at age 30 |
| 4 | Is now a Crewman |
| 4 | Make an unexpected connection outside your normal circles. Gain a Contact. |
| 5 | Continued as Merchant Marine at age 34 |
| 5 | A good deal ensures you are living the high life for a few years. |
| 5 | Promoted to rank 1 |
| 5 | Is now a Senior Crewman |
| 6 | Continued as Merchant Marine at age 38 |
| 6 | Scarred. Fully recovered. Owe 5,000 for medical bills. |
| 7 | Became a Explorer at age 42 |
| 7 | Your scout ship is one of the first on the scene to rescue the survivors of a disaster but you fail to help. Gain an Enemy. |
| 7 | Injured. Fully recovered. Owe 5,000 for medical bills. |
| 8 | Continued as Explorer at age 46 |
| 8 | Nearly killed. Fully recovered. Owe 22,500 for medical bills. |
| 9 | Became a Intelligence at age 50 |
| 9 | An investigation takes on a dangerous turn. |
| 9 | Accepted a deal with criminal or other figure under investigation. |
| 10 | Continued as Intelligence at age 54 |
| 10 | Severely injured. Owe 12,500 for medical bills. |
| 11 | Returned to Engineer/Gunner at age 58 |
| 11 | Vessel participates in a notable military engagement. |
| 11 | Promoted to Engineer/Gunner rank 1 |
| 11 | Is now a Able Spacehand |
| 12 | Continued as Engineer/Gunner at age 62 |
| 12 | You join a gambling circle on board. |
| 12 | Attempt at commissioned failed. |
| 12 | Forced to muster out. |