| 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 | Special assignment or duty on board ship. |
| 3 | Continued as Engineer/Gunner at age 26 |
| 3 | Good fortune |
| 4 | Continued as Engineer/Gunner at age 30 |
| 4 | Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
| 5 | Became a Law Enforcement at age 34 |
| 5 | Is now a Rookie |
| 5 | Established a network of contacts. Gain 2 contacts. |
| 6 | Voluntarily left Law Enforcement |
| 6 | Became a Colonist at age 38 |
| 6 | Refused to co-operate with investigation by the planetary authorities. Gain an Ally |
| 7 | Became a Dilettante at age 42 |
| 7 | Is now a Wastrel |
| 7 | time as a ruler or playboy gives you a wide range of experiences. |
| 7 | Promoted to rank 1 |
| 8 | Voluntarily left Dilettante |
| 8 | Switched to Corporate Agent at age 46 |
| 8 | Go undercover to investigate an enemy. |
| 8 | Injured. Fully recovered. Owe 2,500 for medical bills. |
| 9 | Continued as Corporate Agent at age 50 |
| 9 | Befriended by a senior agent. |
| 10 | Continued as Corporate Agent at age 54 |
| 10 | Go undercover to investigate an enemy. |
| 10 | Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. |
| 10 | Promoted to rank 1 |
| 10 | Is now a Agent |
| 11 | Aging Crisis. Owe 40,000 for medical bills. |
| 11 | Voluntarily left Corporate Agent |
| 11 | Retired at age 58 |
| 11 | Severely injured. Fully recovered. Owe 5,000 for medical bills. |
| 12 | Aging Crisis. Owe 50,000 for medical bills. |