| Term | History |
| 1 | Became a Enforcer at age 18 |
| 1 | A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy. |
| 2 | Became a Courier at age 22 |
| 2 | When dealing with an alien race, you botch an opportunity to gather extra intelligence about them. |
| 2 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 2 | Gain 2 Contacts. Gain 1 Enemies. |
| 3 | Continued as Courier at age 26 |
| 3 | Your ship is ambushed by enemy vessels. Attempted to run but caught and ship is destroyed. |
| 4 | Became a Corporate Agent at age 30 |
| 4 | Established a network of contacts. Gain 3 contacts. |
| 4 | Promoted to rank 1 |
| 4 | Is now a Agent |
| 5 | Continued as Corporate Agent at age 34 |
| 5 | Advanced training in a specialist field. |
| 5 | Promoted to rank 2 |
| 5 | Is now a Field Agent |
| 6 | Continued as Corporate Agent at age 38 |
| 6 | Encounter a Psionic institute. |
| 6 | Tested for psionic powers |
| 6 | Promoted to rank 3 |
| 7 | Voluntarily left Corporate Agent |
| 7 | Became a Line/Crew at age 42 |
| 7 | Is now a Crewman |
| 7 | You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy. |
| 8 | Continued as Line/Crew at age 46 |
| 8 | Vessel participates in a diplomatic mission. |
| 8 | Gain a contact. |
| 8 | Forced to muster out. |
| 9 | Became a Wanderer at age 50 |
| 9 | run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
| 10 | Switched to Scavenger at age 54 |
| 10 | Suffer from a life-threatening illness. |
| 11 | Aging Crisis. Owe 40,000 for medical bills. |