| Term | History |
| 1 | Became a Merchant Marine at age 18 |
| 1 | Is now a Crewman |
| 1 | A good deal ensures you are living the high life for a few years. |
| 2 | Continued as Merchant Marine at age 22 |
| 2 | A good deal ensures you are living the high life for a few years. |
| 3 | Voluntarily left Merchant Marine |
| 3 | Became a Enforcer at age 26 |
| 3 | A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy. |
| 4 | Became a Engineer/Gunner at age 30 |
| 4 | You are blamed for an accident that causes the death of several crew members. Your guilt drives you to excel. |
| 5 | Became a Wanderer at age 34 |
| 5 | Attacked by enemies that you easily defeat. |
| 5 | Gain Enemy if you don't already have one. |
| 5 | Promoted to rank 1 |
| 6 | Continued as Wanderer at age 38 |
| 6 | Find valuable salvage. |
| 6 | Forced to continue current assignment |
| 6 | Promoted to rank 2 |
| 7 | Continued as Wanderer at age 42 |
| 7 | Drafted into Scout |
| 7 | Promoted to rank 3 |
| 8 | Became a Courier at age 46 |
| 8 | Spend several years jumping from world to world in your scout ship. |
| 9 | Aging Crisis. Owe 30,000 for medical bills. |
| 9 | Continued as Courier at age 50 |
| 9 | When dealing with an alien race, you have an opportunity to gather extra intelligence about them. Gain an Ally in the Imperium |
| 9 | Promoted to rank 1 |
| 9 | Is now a Scout |
| 10 | Aging Crisis. Owe 30,000 for medical bills. |
| 10 | Continued as Courier at age 54 |
| 10 | Perform an exemplary service for the scouts. |
| 11 | Aging Crisis. Owe 10,000 for medical bills. |
| 11 | Continued as Courier at age 58 |
| 11 | Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
| 12 | Aging Crisis. Owe 10,000 for medical bills. |