| Term | History |
| 1 | Became a Corporate at age 18 |
| 1 | Severely injured. Fully recovered. Owe 10,000 for medical bills. |
| 1 | Promoted to rank 1 |
| 2 | Continued as Corporate at age 22 |
| 2 | Your business expands, your corporation grows, or the colony thrives. |
| 2 | Promoted to rank 2 |
| 2 | Is now a Manager |
| 3 | Continued as Corporate at age 26 |
| 3 | Hard times caused by a lack of interstellar trade costs you your job. |
| 4 | Became a Merchant Marine at age 30 |
| 4 | Is now a Crewman |
| 4 | Given advanced training in a specialist field |
| 4 | Promoted to rank 1 |
| 4 | Is now a Senior Crewman |
| 5 | Continued as Merchant Marine at age 34 |
| 5 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 6 | Continued as Merchant Marine at age 38 |
| 6 | Make an unexpected connection outside your normal circles. Gain a Contact. |
| 6 | Forced to continue current assignment |
| 6 | Promoted to rank 2 |
| 6 | Is now a 4th Officer |
| 7 | Continued as Merchant Marine at age 42 |
| 7 | Your ship or starport is destroyed by criminals. Gain them as an Enemy. |
| 8 | Switched to Colonist at age 46 |
| 8 | You learn something you should not have – a corporate secret, a political scandal – which you can profit from illegally. |
| 8 | Promoted to rank 1 |
| 9 | Continued as Colonist at age 50 |
| 9 | A revolution, attack or other unusual event throws your life into chaos, forcing you to leave the planet. |
| 10 | Became a Intelligence at age 54 |
| 10 | Your work ends up coming home with you, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
| 11 | Aging Crisis. Owe 50,000 for medical bills. |
| 11 | Retired at age 58 |
| 11 | A new romantic starts. Gain an Ally. |
| 12 | Aging Crisis. Owe 10,000 for medical bills. |
| 12 | Spend time with an alien race. Gain a contact. |
| 13 | Aging Crisis. Owe 10,000 for medical bills. |
| 13 | A new romantic starts. Gain an Ally. |
| 14 | Aging Crisis. Owe 40,000 for medical bills. |