| Term | History |
| 1 | Became a Flight at age 18 |
| 1 | Is now a Crewman |
| 1 | You are tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival. |
| 2 | Became a Merchant Marine at age 22 |
| 2 | A sudden war destroys your trade routes and contacts, forcing you to flee that region of space. |
| 2 | Gain rebels as Enemy |
| 3 | Became a Corporate at age 26 |
| 3 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 4 | Continued as Corporate at age 30 |
| 4 | You befriend a superior in the corporation or the colony. |
| 4 | Promoted to rank 1 |
| 5 | Continued as Corporate at age 34 |
| 5 | Scarred. Fully recovered. Owe 5,000 for medical bills. |
| 6 | Returned to Merchant Marine at age 38 |
| 6 | Befriend a useful ally in one sphere. Gain an Ally. |
| 7 | Continued as Merchant Marine at age 42 |
| 7 | Befriend a useful ally in one sphere. Gain an Ally. |
| 7 | Promoted to rank 1 |
| 7 | Is now a Senior Crewman |
| 8 | Continued as Merchant Marine at age 46 |
| 8 | Imperial trade restrictions force you out of business. |
| 9 | Became a Corporate Agent at age 50 |
| 9 | An investigation takes on a dangerous turn. |
| 9 | Your work ends up coming home with you, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
| 10 | Aging Crisis. Owe 10,000 for medical bills. |
| 10 | Continued as Corporate Agent at age 54 |
| 10 | Go undercover to investigate an enemy. |
| 10 | Advanced training in a specialist field. |
| 11 | Aging Crisis. Owe 60,000 for medical bills. |
| 11 | Continued as Corporate Agent at age 58 |
| 11 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 12 | Aging Crisis. Owe 20,000 for medical bills. |
| 12 | Retired at age 62 |
| 12 | Gained a contact. |
| 13 | Aging Crisis. Owe 60,000 for medical bills. |
| 13 | A new romantic starts. Gain an Ally. |
| 14 | Aging Crisis. Owe 30,000 for medical bills. |