| Term | History |
| 1 | Became a Intelligence at age 18 |
| 1 | Established a network of contacts. Gain 1 contacts. |
| 1 | Promoted to rank 1 |
| 1 | Is now a Agent |
| 2 | Continued as Intelligence at age 22 |
| 2 | Your work ends up coming home with you, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
| 3 | Switched to Law Enforcement at age 26 |
| 3 | Is now a Rookie |
| 3 | Go undercover to investigate an enemy. |
| 3 | You learn something you should not have – a corporate secret, a political scandal – which you can profit from illegally. |
| 3 | Gain a criminal contact. |
| 3 | Promoted to rank 1 |
| 3 | Is now a Corporal |
| 4 | Continued as Law Enforcement at age 30 |
| 4 | Rewarded for a successful mission. |
| 5 | Continued as Law Enforcement at age 34 |
| 5 | Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
| 6 | Became a Pirate at age 38 |
| 6 | Is now a Lackey |
| 6 | A job goes wrong, forcing you to flee off-planet. |
| 7 | Became a Wanderer at age 42 |
| 7 | Attacked by enemies that you easily defeat. |
| 7 | Gain Enemy if you don't already have one. |
| 8 | Continued as Wanderer at age 46 |
| 8 | Drafted into Merchant Marine |
| 9 | Became a Merchant Marine at age 50 |
| 9 | Is now a Crewman |
| 9 | Given advanced training in a specialist field |
| 9 | Promoted to rank 1 |
| 9 | Is now a Senior Crewman |
| 10 | Continued as Merchant Marine at age 54 |
| 10 | A good deal ensures you are living the high life for a few years. |
| 10 | Promoted to rank 2 |
| 10 | Is now a 4th Officer |
| 11 | Continued as Merchant Marine at age 58 |
| 11 | Your ship or starport is destroyed by criminals. Gain them as an Enemy. |
| 12 | Aging Crisis. Owe 60,000 for medical bills. |