| Term | History |
| 1 | Became a Worker at age 18 |
| 1 | You are rewarded for your diligence or cunning. |
| 2 | Continued as Worker at age 22 |
| 2 | You learn something you should not have – a corporate secret, a political scandal – which you can profit from illegally. |
| 2 | Promoted to rank 1 |
| 3 | Continued as Worker at age 26 |
| 3 | You are rewarded for your diligence or cunning. |
| 3 | Promoted to rank 2 |
| 3 | Is now a Technician |
| 4 | Continued as Worker at age 30 |
| 4 | You learn something you should not have – a corporate secret, a political scandal – which you can profit from illegally. |
| 4 | Promoted to rank 3 |
| 5 | Continued as Worker at age 34 |
| 5 | Refused to co-operate with investigation by the planetary authorities. Gain an Ally |
| 6 | Became a Physician at age 38 |
| 6 | A disaster leaves several injured, and others blame you, forcing you to leave your career. Gain a Rival. |
| 6 | Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
| 7 | Became a Scavenger at age 42 |
| 7 | Nearly killed. Owe 10,000 for medical bills. |
| 8 | Became a Performer at age 46 |
| 8 | One of your pieces of art is stolen, and the investigation brings you into the criminal underworld. |
| 8 | Promoted to rank 1 |
| 9 | Continued as Performer at age 50 |
| 9 | Gain a patron in the arts. Gain an Ally |
| 9 | Promoted to rank 2 |
| 10 | Voluntarily left Performer |
| 10 | Became a Courier at age 54 |
| 10 | Your scout ship is one of the first on the scene to rescue the survivors of a disaster. Gain a Contact. |
| 11 | Aging Crisis. Owe 30,000 for medical bills. |
| 11 | Continued as Courier at age 58 |
| 11 | When dealing with an alien race, you botch an opportunity to gather extra intelligence about them. |
| 11 | Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
| 12 | Aging Crisis. Owe 10,000 for medical bills. |
| 12 | Continued as Courier at age 62 |
| 12 | You survey an alien world. |
| 13 | Aging Crisis. Owe 40,000 for medical bills. |