| Term | History |
| 1 | Became a Scientist at age 18 |
| 1 | A rival researcher blackens your name or steals your research. Gain a Rival. |
| 2 | Continued as Scientist at age 22 |
| 2 | Entangled in a bureaucratic or legal morass that distracts you from your work. |
| 3 | Voluntarily left Scientist |
| 3 | Became a Line/Crew at age 26 |
| 3 | Is now a Crewman |
| 3 | You are tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival. |
| 4 | Became a Worker at age 30 |
| 4 | Your business expands, your corporation grows, or the colony thrives. |
| 4 | Promoted to rank 1 |
| 5 | Continued as Worker at age 34 |
| 5 | Political upheaval strikes your homeworld, and you are caught up in the revolution. |
| 5 | Promoted to rank 2 |
| 5 | Is now a Technician |
| 6 | Voluntarily left Worker |
| 6 | Became a Merchant Marine at age 38 |
| 6 | Is now a Crewman |
| 6 | A good deal ensures you are living the high life for a few years. |
| 7 | Continued as Merchant Marine at age 42 |
| 7 | Befriend a useful ally in one sphere. Gain an Ally. |
| 7 | Promoted to rank 1 |
| 7 | Is now a Senior Crewman |
| 8 | Continued as Merchant Marine at age 46 |
| 8 | Injured. Fully recovered. Owe 2,500 for medical bills. |
| 8 | Promoted to rank 2 |
| 8 | Is now a 4th Officer |
| 9 | Voluntarily left Merchant Marine |
| 9 | Became a Explorer at age 50 |
| 9 | Your scout ship is one of the first on the scene to rescue the survivors of a disaster. Gain a Contact. |
| 10 | Continued as Explorer at age 54 |
| 10 | Lightly injured, no permanent damage. Fully recovered. |
| 11 | Aging Crisis. Owe 60,000 for medical bills. |
| 11 | Retired at age 58 |
| 11 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 12 | Aging Crisis. Owe 60,000 for medical bills. |
| 12 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 13 | Aging Crisis. Owe 20,000 for medical bills. |