| Term | History |
| 1 | Became a Merchant Marine at age 18 |
| 1 | Is now a Crewman |
| 1 | Risk your fortune on a possibility lucrative deal and win. |
| 2 | Continued as Merchant Marine at age 22 |
| 2 | Promoted to rank 1 |
| 2 | Is now a Senior Crewman |
| 3 | Continued as Merchant Marine at age 26 |
| 3 | A series of bad deals and decisions force you into bankruptcy. You salvage what you can. |
| 4 | Became a Infantry at age 30 |
| 4 | Is now a Private |
| 4 | Assigned to a peacekeeping role. |
| 5 | Voluntarily left Infantry |
| 5 | Became a Courier at age 34 |
| 5 | When dealing with an alien race, you botch an opportunity to gather extra intelligence about them. |
| 5 | You inadvertently cause a conflict between the Imperium and a minor world or race. Gain a Rival. |
| 6 | Continued as Courier at age 38 |
| 6 | Your scout ship is one of the first on the scene to rescue the survivors of a disaster but you fail to help. Gain an Enemy. |
| 6 | Severely injured. Fully recovered. Owe 25,000 for medical bills. |
| 7 | Continued as Courier at age 42 |
| 7 | Scarred. Fully recovered. Owe 10,000 for medical bills. |
| 8 | Returned to Merchant Marine at age 46 |
| 8 | Make an unexpected connection outside your normal circles. Gain a Contact. |
| 9 | Continued as Merchant Marine at age 50 |
| 9 | Risk your fortune on a possibility lucrative deal and win. |
| 9 | Forced to muster out. |
| 10 | Switched to Free Trader at age 54 |
| 10 | Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
| 10 | Promoted to rank 1 |
| 11 | Continued as Free Trader at age 58 |
| 11 | A good deal ensures you are living the high life for a few years. |
| 12 | Voluntarily left Free Trader |
| 12 | Became a Line/Crew at age 62 |
| 12 | Is now a Crewman |
| 12 | Advanced training in a specialist field |
| 13 | Aging Crisis. Owe 10,000 for medical bills. |