| Term | History |
| 1 | Became a Corporate at age 18 |
| 1 | A revolution, attack or other unusual event throws your life into chaos, forcing you to leave the planet. |
| 2 | Entered Marine Academy at age 22 |
| 2 | Contacted by an underground psionic group |
| 2 | Graduated with honors at age 22. |
| 3 | Became a Ground Assault at age 22 |
| 3 | Is now a Marine |
| 3 | Commissioned in Marine/Ground Assault |
| 3 | Is now a Lieutenant |
| 3 | Trapped behind enemy lines. |
| 3 | Promoted to Ground Assault officer rank 2 |
| 3 | Is now a Captain |
| 4 | Continued as Ground Assault at age 26 |
| 4 | A mission goes wrong; you and several others are captured and mistreated by the enemy. Gain your jailer as an Enemy. |
| 5 | Became a Wanderer at age 30 |
| 5 | Attempted a risky adventure and was wildly successful. |
| 5 | Promoted to rank 1 |
| 5 | Tested for psionic powers |
| 6 | Continued as Wanderer at age 34 |
| 6 | Encounter a Psionic institute. |
| 7 | Continued as Wanderer at age 38 |
| 7 | Attacked by enemies and injured. |
| 7 | Injured. Fully recovered. Owe 5,000 for medical bills. |
| 7 | Gain Enemy if you don't already have one. |
| 7 | Promoted to rank 2 |
| 8 | Continued as Wanderer at age 42 |
| 8 | Attacked by enemies that you easily defeat. |
| 8 | Gain Enemy if you don't already have one. |
| 8 | Forced to muster out. |
| 9 | Became a Merchant Marine at age 46 |
| 9 | Is now a Crewman |
| 9 | Make an unexpected connection outside your normal circles. Gain a Contact. |