| Term | History |
| 1 | Became a Field Researcher at age 18 |
| 1 | A disaster leaves several injured, and others blame you, forcing you to leave your career. Gain a Rival. |
| 1 | Severely injured. Fully recovered. Owe 10,000 for medical bills. |
| 2 | Became a Broker at age 22 |
| 3 | Continued as Broker at age 26 |
| 3 | A good deal ensures you are living the high life for a few years. |
| 3 | Promoted to rank 1 |
| 4 | Continued as Broker at age 30 |
| 4 | Bankrupted by a rival. Gain the other trader as a Rival. |
| 5 | Became a Courier at age 34 |
| 5 | 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. |
| 5 | Psychologically damaged by your time in the scouts. |
| 6 | Continued as Courier at age 38 |
| 6 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 6 | Gain 1 Contacts. Gain 1 Enemies. |
| 7 | Became a Engineer/Gunner at age 42 |
| 7 | Is now a Crewman |
| 7 | Lost eye or limb. Fully recovered. |
| 8 | Became a Worker at age 46 |
| 8 | Injured. Fully recovered. Owe 1,250 for medical bills. |
| 9 | Switched to Merchant Marine at age 50 |
| 9 | Make an unexpected connection outside your normal circles. Gain a Contact. |
| 10 | Continued as Merchant Marine at age 54 |
| 10 | A sudden war destroys your trade routes and contacts, forcing you to flee that region of space. |
| 10 | Gain rebels as Enemy |
| 11 | Aging Crisis. Owe 50,000 for medical bills. |