| Term | History |
| 1 | Entered Marine Academy at age 18 |
| 1 | A prank goes horribly wrong. |
| 1 | Gain an Enemy. |
| 1 | Dropped out of military academy. |
| 2 | Became a Colonist at age 18 |
| 2 | A revolution, attack or other unusual event throws your life into chaos, forcing you to leave the planet. |
| 3 | Became a Courier at age 22 |
| 3 | You discover a world, item or information of worth to the Imperium. |
| 3 | Promoted to rank 1 |
| 3 | Is now a Scout |
| 4 | Continued as Courier at age 26 |
| 4 | Perform an exemplary service for the scouts. |
| 5 | Continued as Courier at age 30 |
| 5 | Nearly killed. Owe 10,000 for medical bills. |
| 6 | Switched to Explorer at age 34 |
| 6 | Psychologically damaged by your time in the scouts. |
| 7 | Became a Merchant Marine at age 38 |
| 7 | Is now a Crewman |
| 7 | Smuggle illegal items onto a planet. |
| 8 | Continued as Merchant Marine at age 42 |
| 8 | A series of bad deals and decisions force you into bankruptcy. You salvage what you can. |
| 9 | Became a Wanderer at age 46 |
| 9 | Suffer from a life-threatening illness. |
| 10 | Aging Crisis. Owe 50,000 for medical bills. |
| 10 | Retired at age 50 |
| 10 | Victim of a crime |
| 11 | Aging Crisis. Owe 40,000 for medical bills. |
| 11 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 12 | Aging Crisis. Owe 40,000 for medical bills. |
| 12 | Good fortune |
| 13 | Aging Crisis. Owe 30,000 for medical bills. |
| 13 | Moved to a new world. |
| 14 | Aging Crisis. Owe 60,000 for medical bills. |
| 14 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 15 | Aging Crisis. Owe 10,000 for medical bills. |
| 15 | Moved to a new world. |
| 16 | Aging Crisis. Owe 60,000 for medical bills. |
| 16 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 17 | Aging Crisis. Owe 60,000 for medical bills. |