| Term | History |
| 1 | Entered Naval Academy at age 18 |
| 1 | Dropped out of military academy. |
| 2 | Became a Merchant Marine at age 18 |
| 2 | Is now a Crewman |
| 2 | Make an unexpected connection outside your normal circles. Gain a Contact. |
| 3 | Continued as Merchant Marine at age 22 |
| 3 | Your business or ship thrives. |
| 3 | Promoted to rank 1 |
| 3 | Is now a Senior Crewman |
| 4 | Continued as Merchant Marine at age 26 |
| 5 | Continued as Merchant Marine at age 30 |
| 5 | A good deal ensures you are living the high life for a few years. |
| 5 | Promoted to rank 2 |
| 5 | Is now a 4th Officer |
| 6 | Continued as Merchant Marine at age 34 |
| 6 | Nearly killed. Fully recovered. Owe 10,000 for medical bills. |
| 7 | Became a Courier at age 38 |
| 7 | When dealing with an alien race, you botch an opportunity to gather extra intelligence about them. |
| 7 | You have no idea what happened to you – they found your ship drifting on the fringes of friendly space. |
| 8 | Continued as Courier at age 42 |
| 8 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 8 | Gain 5 Contacts. Gain 1 Enemies. |
| 8 | Promoted to rank 1 |
| 8 | Is now a Scout |
| 9 | Continued as Courier at age 46 |
| 9 | Perform an exemplary service for the scouts. |
| 10 | Continued as Courier at age 50 |
| 10 | You inadvertently cause a conflict between the Imperium and a minor world or race. Gain a Rival. |
| 11 | Aging Crisis. Owe 60,000 for medical bills. |
| 11 | Retired at age 54 |
| 11 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 12 | Aging Crisis. Owe 30,000 for medical bills. |