| Term | History |
| 1 | Became a Wanderer at age 18 |
| 1 | Attacked by enemies and injured. |
| 1 | Scarred. Fully recovered. Owe 5,000 for medical bills. |
| 1 | Gain Enemy if you don't already have one. |
| 2 | Continued as Wanderer at age 22 |
| 2 | run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
| 3 | Became a Dilettante at age 26 |
| 3 | Is now a Wastrel |
| 3 | Become deeply involved in politics on your world of residence, becoming a player in the political intrigues of government. Gain a Rival. |
| 4 | Voluntarily left Dilettante |
| 4 | Became a Courier at age 30 |
| 4 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 4 | Promoted to rank 1 |
| 4 | Is now a Scout |
| 5 | Continued as Courier at age 34 |
| 5 | 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. |
| 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 | When dealing with an alien race, you botch an opportunity to gather extra intelligence about them. |
| 6 | You inadvertently cause a conflict between the Imperium and a minor world or race. Gain a Rival. |
| 6 | Promoted to rank 2 |
| 7 | Continued as Courier at age 42 |
| 7 | Perform an exemplary service for the scouts. |
| 8 | Continued as Courier at age 46 |
| 8 | Good fortune |
| 9 | Continued as Courier at age 50 |
| 9 | Psychologically damaged by your time in the scouts. |
| 10 | Became a Performer at age 54 |
| 10 | Gain a patron in the arts. Gain an Ally |
| 10 | Promoted to rank 1 |
| 11 | Aging Crisis. Owe 60,000 for medical bills. |
| 11 | Continued as Performer at age 58 |
| 11 | You are betrayed by a peer. One Ally or Contact becomes a Rival or Enemy |
| 12 | Aging Crisis. Owe 20,000 for medical bills. |