| Term | History |
| 1 | Became a Merchant Marine at age 18 |
| 1 | Is now a Crewman |
| 1 | Make an unexpected connection outside your normal circles. Gain a Contact. |
| 1 | Promoted to rank 1 |
| 1 | Is now a Senior Crewman |
| 2 | Continued as Merchant Marine at age 22 |
| 2 | Your ship or starport is destroyed by criminals. Gain them as an Enemy. |
| 3 | Became a Scientist at age 26 |
| 3 | Work for an eccentric but brilliant mentor, who becomes an Ally. |
| 3 | Promoted to rank 1 |
| 4 | Continued as Scientist at age 30 |
| 4 | 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. |
| 4 | A disaster leaves several injured, and others blame you, forcing you to leave your career. Gain a Rival. |
| 4 | Lost eye or limb. Fully recovered. Owe 2,500 for medical bills. |
| 4 | Gain an Enemy |
| 5 | Continued as Scientist at age 34 |
| 5 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 6 | Continued as Scientist at age 38 |
| 6 | 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. |
| 6 | A rival researcher blackens your name or steals your research. Gain a Rival. |
| 6 | Gain an Enemy |
| 6 | Promoted to rank 2 |
| 7 | Continued as Scientist at age 42 |
| 7 | Win a prestigious prize for your work. |
| 8 | Voluntarily left Scientist |
| 8 | Became a Corporate Agent at age 46 |
| 8 | Go undercover to investigate an enemy. |
| 8 | A revolution, attack or other unusual event throws your life into chaos, forcing you to leave the planet. |
| 8 | Promoted to rank 1 |
| 8 | Is now a Agent |