| Term | History |
| 1 | Became a Intelligence at age 18 |
| 1 | An investigation takes on a dangerous turn. |
| 1 | Lightly injured, no permanent damage. Fully recovered. |
| 1 | Promoted to rank 1 |
| 1 | Is now a Agent |
| 2 | Continued as Intelligence at age 22 |
| 2 | Established a network of contacts. Gain 1 contacts. |
| 2 | Promoted to rank 2 |
| 2 | Is now a Field Agent |
| 3 | Voluntarily left Intelligence |
| 3 | Became a Enforcer at age 26 |
| 3 | You spend months in the dangerous criminal underworld. |
| 4 | Continued as Enforcer at age 30 |
| 4 | A new romantic starts. Gain an Ally. |
| 5 | Continued as Enforcer at age 34 |
| 5 | A job goes wrong, forcing you to flee off-planet. |
| 6 | Became a Engineer/Gunner at age 38 |
| 6 | Is now a Crewman |
| 6 | Vessel participates in a diplomatic mission. |
| 6 | Commissioned in Navy/Engineer/Gunner |
| 6 | Is now a Ensign |
| 6 | Promoted to Engineer/Gunner officer rank 2 |
| 6 | Is now a Sublieutenant |
| 7 | Voluntarily left Engineer/Gunner |
| 7 | Became a Physician at age 42 |
| 7 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 8 | Continued as Physician at age 46 |
| 8 | Advanced training in a specialist field. |
| 9 | Voluntarily left Physician |
| 9 | Became a Explorer at age 50 |
| 9 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 9 | Gain 1 Contacts. Gain 2 Enemies. |
| 10 | Became a Wanderer at age 54 |
| 10 | You do not know what happened to you. There is a gap in your memory. |
| 11 | Switched to Line/Crew at age 58 |
| 11 | A new romantic starts. Gain an Ally. |
| 12 | Aging Crisis. Owe 20,000 for medical bills. |