| Term | History |
| 1 | Became a Law Enforcement at age 18 |
| 1 | Is now a Rookie |
| 1 | Rewarded for a successful mission. |
| 1 | Promoted to rank 1 |
| 1 | Is now a Corporal |
| 2 | Continued as Law Enforcement at age 22 |
| 2 | Accepted a deal with criminal or other figure under investigation. |
| 3 | Became a Free Trader at age 26 |
| 3 | A sudden war destroys your trade routes and contacts, forcing you to flee that region of space. |
| 3 | Gain rebels as Enemy |
| 4 | Switched to Corporate Agent at age 30 |
| 4 | Uncover a major conspiracy against your employers. |
| 4 | Promoted to rank 1 |
| 4 | Is now a Agent |
| 5 | Continued as Corporate Agent at age 34 |
| 5 | Rewarded for a successful mission. |
| 5 | Promoted to rank 2 |
| 5 | Is now a Field Agent |
| 6 | Continued as Corporate Agent at age 38 |
| 6 | Lightly injured, no permanent damage. Fully recovered. |
| 7 | Returned to Free Trader at age 42 |
| 7 | Given advanced training in a specialist field |
| 7 | Promoted to rank 1 |
| 8 | Continued as Free Trader at age 46 |
| 8 | Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
| 8 | Promoted to rank 2 |
| 9 | Continued as Free Trader at age 50 |
| 9 | Imperial trade restrictions force you out of business. |
| 10 | Became a Courier at age 54 |
| 10 | Perform an exemplary service for the scouts. |
| 11 | Continued as Courier at age 58 |
| 11 | Your ship is ambushed by enemy vessels. You successfully ran to the jump point. |
| 12 | Aging Crisis. Owe 10,000 for medical bills. |
| 12 | Continued as Courier at age 62 |
| 12 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 12 | Gain 2 Contacts. Gain 3 Enemies. |
| 13 | Aging Crisis. Owe 50,000 for medical bills. |