| Term | History |
| 1 | Became a Colonist at age 18 |
| 1 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 2 | Became a Corporate Agent at age 22 |
| 2 | Birth or Death involving a family member or close friend. |
| 3 | Continued as Corporate Agent at age 26 |
| 3 | Rewarded for a successful mission. |
| 4 | Continued as Corporate Agent at age 30 |
| 4 | Nearly killed. Owe 12,500 for medical bills. |
| 5 | Became a Engineer/Gunner at age 34 |
| 5 | Is now a Crewman |
| 5 | Vessel participates in a notable military engagement. |
| 5 | Promoted to Engineer/Gunner rank 1 |
| 5 | Is now a Able Spacehand |
| 6 | Continued as Engineer/Gunner at age 38 |
| 6 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 6 | Promoted to Engineer/Gunner rank 2 |
| 6 | Is now a Petty Officer, 3rd class |
| 7 | Continued as Engineer/Gunner at age 42 |
| 7 | Commanding officer takes an interest in your career. |
| 7 | Promoted to Engineer/Gunner rank 3 |
| 7 | Is now a Petty Officer, 2nd class |
| 8 | Continued as Engineer/Gunner at age 46 |
| 8 | During a battle, defeat or victory depends on your actions. You actions lead to an honorabe discharge. |
| 9 | Became a Courier at age 50 |
| 9 | You spend a great deal of time on the fringes of Charted Space. |
| 9 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 9 | Gain 5 Contacts. Gain 2 Enemies. |
| 10 | Continued as Courier at age 54 |
| 10 | Perform an exemplary service for the scouts. |