| Term | History |
| 1 | Became a Wanderer at age 18 |
| 1 | Attacked by enemies and injured. |
| 1 | Scarred. Owe 2,500 for medical bills. |
| 1 | Gain Enemy if you don't already have one. |
| 1 | Promoted to rank 1 |
| 2 | Continued as Wanderer at age 22 |
| 2 | Amnesia. |
| 2 | Promoted to rank 2 |
| 3 | Voluntarily left Wanderer |
| 3 | Became a Merchant Marine at age 26 |
| 3 | Is now a Crewman |
| 3 | Befriend a useful ally in one sphere. Gain an Ally. |
| 3 | Promoted to rank 1 |
| 3 | Is now a Senior Crewman |
| 4 | Continued as Merchant Marine at age 30 |
| 4 | Bankrupted by a rival. Gain the other trader as a Rival. |
| 4 | Promoted to rank 2 |
| 4 | Is now a 4th Officer |
| 5 | Continued as Merchant Marine at age 34 |
| 5 | Given advanced training in a specialist field |
| 5 | Promoted to rank 3 |
| 5 | Is now a 3rd Officer |
| 6 | Continued as Merchant Marine at age 38 |
| 6 | Embroiled in legal trouble. |
| 6 | Forced to muster out. |
| 7 | Became a Courier at age 42 |
| 7 | When dealing with an alien race, you have an opportunity to gather extra intelligence about them. Gain an Ally in the Imperium |
| 7 | Promoted to rank 1 |
| 7 | Is now a Scout |
| 8 | Continued as Courier at age 46 |
| 8 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 8 | Gain 3 Contacts. Gain 1 Enemies. |
| 9 | Became a Corporate Agent at age 50 |
| 9 | You go above and beyond the call of duty. |
| 9 | Promoted to rank 1 |
| 9 | Is now a Agent |
| 10 | Aging Crisis. Owe 30,000 for medical bills. |
| 10 | Continued as Corporate Agent at age 54 |
| 10 | Go undercover to investigate an enemy. |
| 10 | Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. |
| 10 | Promoted to rank 2 |
| 10 | Is now a Field Agent |
| 11 | Aging Crisis. Owe 10,000 for medical bills. |