| Term | History |
| 1 | Became a Wanderer at age 18 |
| 1 | Severely injured. Fully recovered. Owe 15,000 for medical bills. |
| 2 | Entered Marine Academy at age 22 |
| 2 | Made lifelong friends. Gain 1 Allies. |
| 2 | Dropped out of military academy. |
| 3 | Continued as Wanderer at age 22 |
| 3 | run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
| 4 | Became a Scientist at age 26 |
| 4 | Advanced training in a specialist field. |
| 5 | Continued as Scientist at age 30 |
| 5 | Assigned to work on a secret project for a patron or organisation. |
| 5 | Forced to muster out. |
| 6 | Became a Courier at age 34 |
| 6 | When dealing with an alien race, you botch an opportunity to gather extra intelligence about them. |
| 6 | Severely injured. Fully recovered. Owe 25,000 for medical bills. |
| 7 | Continued as Courier at age 38 |
| 7 | Spend several years jumping from world to world in your scout ship. |
| 8 | Continued as Courier at age 42 |
| 8 | Severely injured. Fully recovered. Owe 30,000 for medical bills. |
| 9 | Became a Colonist at age 46 |
| 9 | Spent time maintaining and using heavy vehicles. |
| 9 | Promoted to rank 1 |
| 10 | Aging Crisis. Owe 40,000 for medical bills. |
| 10 | Continued as Colonist at age 50 |
| 10 | Severely injured. Fully recovered. Owe 5,000 for medical bills. |
| 11 | Aging Crisis. Owe 10,000 for medical bills. |