| Term | History |
| 1 | Became a Flight at age 18 |
| 1 | Is now a Crewman |
| 1 | Injured. Fully recovered. Owe 1,250 for medical bills. |
| 2 | Became a Corporate Agent at age 22 |
| 2 | Advanced training in a specialist field. |
| 2 | Promoted to rank 1 |
| 2 | Is now a Agent |
| 3 | Continued as Corporate Agent at age 26 |
| 3 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 4 | Became a Physician at age 30 |
| 4 | Work for an eccentric but brilliant mentor, who becomes an Ally. |
| 5 | Continued as Physician at age 34 |
| 5 | Entangled in a bureaucratic or legal morass that distracts you from your work. |
| 6 | Continued as Physician at age 38 |
| 6 | Win a prestigious prize for your work. |
| 6 | Forced to muster out. |
| 7 | Became a Free Trader at age 42 |
| 7 | Befriend a useful ally in one sphere. Gain an Ally. |
| 8 | Continued as Free Trader at age 46 |
| 8 | Befriend a useful ally in one sphere. Gain an Ally. |
| 8 | Promoted to rank 1 |
| 9 | Continued as Free Trader at age 50 |
| 9 | Your ship or starport is destroyed by criminals. Gain them as an Enemy. |
| 10 | Became a Explorer at age 54 |
| 10 | Perform an exemplary service for the scouts. |
| 10 | Promoted to rank 1 |
| 10 | Is now a Scout |
| 11 | Continued as Explorer at age 58 |
| 11 | Your scout ship is one of the first on the scene to rescue the survivors of a disaster but you fail to help. Gain an Enemy. |
| 11 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 11 | Gain 6 Contacts. Gain 1 Enemies. |
| 11 | Forced to continue current assignment |
| 11 | Promoted to rank 2 |
| 12 | Aging Crisis. Owe 10,000 for medical bills. |