| Term | History |
| 1 | Became a Courier at age 18 |
| 1 | Spend several years jumping from world to world in your scout ship. |
| 2 | Continued as Courier at age 22 |
| 2 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 2 | Gain 4 Contacts. Gain 3 Enemies. |
| 3 | Became a Intelligence at age 26 |
| 3 | Refused a deal with criminal or other figure under investigation. Gain an Enemy |
| 4 | Returned to Courier at age 30 |
| 4 | You spend a great deal of time on the fringes of Charted Space. |
| 4 | Gain a contact in an alien race. |
| 5 | Continued as Courier at age 34 |
| 5 | Psychologically damaged by your time in the scouts. |
| 6 | Became a Merchant Marine at age 38 |
| 6 | Is now a Crewman |
| 6 | Given advanced training in a specialist field |
| 7 | Continued as Merchant Marine at age 42 |
| 7 | Lightly injured, no permanent damage. Fully recovered. |
| 8 | Became a Corporate at age 46 |
| 8 | Advanced training in a specialist field. |
| 8 | Promoted to rank 1 |
| 9 | Continued as Corporate at age 50 |
| 9 | Your business expands, your corporation grows, or the colony thrives. |
| 9 | Promoted to rank 2 |
| 9 | Is now a Manager |
| 10 | Continued as Corporate at age 54 |
| 10 | Hard times caused by a lack of interstellar trade costs you your job. |
| 10 | Forced to continue current assignment |
| 10 | Promoted to rank 3 |
| 11 | Continued as Corporate at age 58 |
| 11 | Moved to a new world. |
| 11 | Forced to muster out. |
| 12 | Aging Crisis. Owe 30,000 for medical bills. |
| 12 | Retired at age 62 |
| 12 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 13 | Aging Crisis. Owe 10,000 for medical bills. |
| 13 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 14 | Aging Crisis. Owe 30,000 for medical bills. |
| 14 | A new romantic starts. Gain an Ally. |
| 15 | Aging Crisis. Owe 10,000 for medical bills. |