| Term | History |
| 1 | Became a Line/Crew at age 18 |
| 1 | Is now a Crewman |
| 1 | Vessel participates in a diplomatic mission. |
| 1 | Gain a contact. |
| 2 | Continued as Line/Crew at age 22 |
| 2 | Commanding officer takes an interest in your career. |
| 2 | Promoted to Line/Crew rank 1 |
| 2 | Is now a Able Spacehand |
| 3 | Continued as Line/Crew at age 26 |
| 3 | Special assignment or duty on board ship. |
| 4 | Continued as Line/Crew at age 30 |
| 4 | Advanced training in a specialist field |
| 4 | Forced to muster out. |
| 5 | Switched to Engineer/Gunner at age 34 |
| 5 | Nearly killed. Fully recovered. |
| 6 | Became a Colonist at age 38 |
| 6 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 7 | Became a Intelligence at age 42 |
| 7 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 8 | Switched to Corporate Agent at age 46 |
| 8 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 9 | Continued as Corporate Agent at age 50 |
| 9 | Rewarded for a successful mission. |
| 10 | Continued as Corporate Agent at age 54 |
| 10 | Established a network of contacts. Gain 3 contacts. |
| 10 | Promoted to rank 1 |
| 10 | Is now a Agent |
| 11 | Continued as Corporate Agent at age 58 |
| 11 | Refused a deal with criminal or other figure under investigation. Gain an Enemy |
| 12 | Became a Wanderer at age 62 |
| 12 | Attempted a risky adventure and was injured. |
| 12 | Injured. Fully recovered. Owe 2,500 for medical bills. |
| 13 | Aging Crisis. Owe 10,000 for medical bills. |
| 13 | Continued as Wanderer at age 66 |
| 13 | Severely injured. Fully recovered. Owe 10,000 for medical bills. |
| 14 | Aging Crisis. Owe 10,000 for medical bills. |