| Term | History |
| 1 | Became a Wanderer at age 18 |
| 1 | Scarred. Fully recovered. Owe 10,000 for medical bills. |
| 2 | Became a Colonist at age 22 |
| 2 | Hard times caused by a lack of interstellar trade costs you your job. |
| 3 | Became a Merchant Marine at age 26 |
| 3 | Is now a Crewman |
| 3 | Embroiled in legal trouble. |
| 4 | Continued as Merchant Marine at age 30 |
| 4 | A sudden war destroys your trade routes and contacts, forcing you to flee that region of space. |
| 4 | Gain rebels as Enemy |
| 4 | Promoted to rank 1 |
| 4 | Is now a Senior Crewman |
| 5 | Continued as Merchant Marine at age 34 |
| 5 | A good deal ensures you are living the high life for a few years. |
| 5 | Promoted to rank 2 |
| 5 | Is now a 4th Officer |
| 6 | Voluntarily left Merchant Marine |
| 6 | Became a Corporate Agent at age 38 |
| 6 | Go undercover to investigate an enemy. |
| 6 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 6 | Promoted to rank 1 |
| 6 | Is now a Agent |
| 7 | Continued as Corporate Agent at age 42 |
| 7 | Advanced training in a specialist field. |
| 8 | Continued as Corporate Agent at age 46 |
| 8 | Befriended by a senior agent. |
| 8 | Promoted to rank 2 |
| 8 | Is now a Field Agent |
| 9 | Continued as Corporate Agent at age 50 |
| 9 | Advanced training in a specialist field. |
| 10 | Continued as Corporate Agent at age 54 |
| 10 | An investigation takes on a dangerous turn. |
| 10 | Your work ends up coming home with you, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
| 10 | Forced to muster out. |
| 11 | Returned to Colonist at age 58 |
| 11 | Life ruined by a criminal gang. Gain the gang as an Enemy |