| 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. |
| 2 | Continued as Merchant Marine at age 22 |
| 2 | Embroiled in legal trouble. |
| 2 | Forced to continue current assignment |
| 2 | Promoted to rank 1 |
| 2 | Is now a Senior Crewman |
| 3 | Continued as Merchant Marine at age 26 |
| 3 | Given advanced training in a specialist field |
| 3 | Promoted to rank 2 |
| 3 | Is now a 4th Officer |
| 4 | Continued as Merchant Marine at age 30 |
| 4 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 4 | Promoted to rank 3 |
| 4 | Is now a 3rd Officer |
| 5 | Continued as Merchant Marine at age 34 |
| 5 | Befriend a useful ally in one sphere. Gain an Ally. |
| 6 | Continued as Merchant Marine at age 38 |
| 6 | A good deal ensures you are living the high life for a few years. |
| 6 | Promoted to rank 4 |
| 6 | Is now a 2nd Officer |
| 7 | Continued as Merchant Marine at age 42 |
| 7 | A sudden war destroys your trade routes and contacts, forcing you to flee that region of space. |
| 7 | Gain rebels as Enemy |
| 8 | Became a Explorer at age 46 |
| 8 | Lost eye or limb. Fully recovered. Owe 2,500 for medical bills. |
| 9 | Became a Worker at age 50 |
| 9 | You learn something you should not have – a corporate secret, a political scandal – which you can profit from illegally. |
| 9 | Gain a criminal contact. |
| 9 | Forced to continue current assignment |
| 9 | Promoted to rank 1 |
| 10 | Continued as Worker at age 54 |
| 10 | Advanced training in a specialist field. |
| 10 | Promoted to rank 2 |
| 10 | Is now a Technician |
| 11 | Voluntarily left Worker |
| 11 | Switched to Surveyor 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 | Injured. Fully recovered. Owe 5,000 for medical bills. |
| 12 | Aging Crisis. Owe 60,000 for medical bills. |