| Term | History |
| 1 | Became a Explorer at age 18 |
| 1 | When dealing with an alien race, you botch an opportunity to gather extra intelligence about them. |
| 1 | Psychologically damaged by your time in the scouts. |
| 1 | Promoted to rank 1 |
| 1 | Is now a Scout |
| 2 | Continued as Explorer at age 22 |
| 2 | Nearly killed. Fully recovered. Owe 25,000 for medical bills. |
| 3 | Became a Field Researcher at age 26 |
| 3 | A new romantic starts. Gain an Ally. |
| 4 | Continued as Field Researcher at age 30 |
| 4 | Cheated in some fashion, advancing your career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. |
| 4 | Gain an Enemy |
| 4 | Forced to muster out. |
| 5 | Became a Scavenger at age 34 |
| 5 | Drafted into Army |
| 6 | Became a Cavalry at age 38 |
| 6 | Is now a Private |
| 6 | Assigned to an urbanised planet torn by war. |
| 6 | Promoted to Cavalry rank 1 |
| 6 | Is now a Lance Corporal |
| 7 | Continued as Cavalry at age 42 |
| 7 | Severely injured. Fully recovered. Owe 10,000 for medical bills. |
| 8 | Switched to Wanderer at age 46 |
| 8 | run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
| 9 | Aging Crisis. Owe 40,000 for medical bills. |
| 9 | Retired at age 50 |
| 9 | Accused of a crime |
| 10 | Aging Crisis. Owe 10,000 for medical bills. |
| 10 | Good fortune |
| 11 | Aging Crisis. Owe 20,000 for medical bills. |
| 11 | Gained a contact. |
| 12 | Aging Crisis. Owe 20,000 for medical bills. |
| 12 | Moved to a new world. |
| 13 | Aging Crisis. Owe 30,000 for medical bills. |