| Term | History |
| 1 | Became a Corporate at age 18 |
| 1 | Political upheaval strikes your homeworld, and you are caught up in the revolution. |
| 1 | Promoted to rank 1 |
| 2 | Continued as Corporate at age 22 |
| 2 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 3 | Became a Explorer at age 26 |
| 3 | A new romantic starts. Gain an Ally. |
| 4 | Continued as Explorer at age 30 |
| 4 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 4 | Gain 4 Contacts. Gain 3 Enemies. |
| 5 | Switched to Courier at age 34 |
| 5 | Psychologically damaged by your time in the scouts. |
| 6 | Switched to Colonist at age 38 |
| 6 | Nearly killed. Owe 5,000 for medical bills. |
| 7 | Became a Scientist at age 42 |
| 7 | Entangled in a bureaucratic or legal morass that distracts you from your work. |
| 7 | Forced to muster out. |
| 8 | Became a Scavenger at age 46 |
| 8 | Drafted into Merchant Marine |
| 9 | Became a Merchant Marine at age 50 |
| 9 | Is now a Crewman |
| 10 | Continued as Merchant Marine at age 54 |
| 10 | Given advanced training in a specialist field |
| 10 | Promoted to rank 1 |
| 10 | Is now a Senior Crewman |
| 11 | Aging Crisis. Owe 60,000 for medical bills. |
| 11 | Voluntarily left Merchant Marine |
| 11 | Retired at age 58 |
| 11 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 12 | Aging Crisis. Owe 60,000 for medical bills. |
| 12 | Gained a contact. |
| 13 | Aging Crisis. Owe 10,000 for medical bills. |
| 13 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 14 | Aging Crisis. Owe 10,000 for medical bills. |
| 14 | Birth or Death involving a family member or close friend. |
| 15 | Aging Crisis. Owe 20,000 for medical bills. |