| Term | History |
| 1 | Became a Scientist at age 18 |
| 1 | Win a prestigious prize for your work. |
| 2 | Continued as Scientist at age 22 |
| 2 | Advanced training in a specialist field. |
| 2 | Promoted to rank 1 |
| 3 | Continued as Scientist at age 26 |
| 3 | Refuse to join a cheat in some fashion. |
| 3 | Promoted to rank 2 |
| 4 | Continued as Scientist at age 30 |
| 4 | Win a prestigious prize for your work. |
| 4 | Promoted to rank 3 |
| 5 | Continued as Scientist at age 34 |
| 5 | Good fortune |
| 5 | Forced to muster out. |
| 6 | Became a Courier at age 38 |
| 6 | Your scout ship is one of the first on the scene to rescue the survivors of a disaster. Gain a Contact. |
| 7 | Continued as Courier at age 42 |
| 7 | When dealing with an alien race, you botch an opportunity to gather extra intelligence about them. |
| 7 | Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
| 8 | Voluntarily left Courier |
| 8 | Became a Enforcer at age 46 |
| 8 | Crime pays off. Gain victim as Enemy. |
| 8 | Promoted to rank 1 |
| 9 | Voluntarily left Enforcer |
| 9 | Switched to Field Researcher at age 50 |
| 9 | Refuse to join a cheat in some fashion. |
| 9 | Promoted to rank 1 |
| 10 | Continued as Field Researcher at age 54 |
| 10 | Caught cheating in some fashion, advancing your career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. |
| 10 | A disaster leaves several injured, and others blame you, forcing you to leave your career. Gain a Rival. |
| 10 | Injured. Fully recovered. Owe 1,250 for medical bills. |
| 10 | Gain an Enemy |
| 11 | Continued as Field Researcher at age 58 |
| 11 | Work leads to a considerable breakthrough. |
| 11 | Promoted to rank 2 |
| 12 | Aging Crisis. Owe 60,000 for medical bills. |
| 12 | Continued as Field Researcher at age 62 |
| 12 | Your work is sabotaged by unknown parties. You may salvage what you can and give up. |
| 13 | Aging Crisis. Owe 60,000 for medical bills. |