| Term | History |
| 1 | Became a Merchant Marine at age 18 |
| 1 | Is now a Crewman |
| 1 | Embroiled in legal trouble. |
| 2 | Continued as Merchant Marine at age 22 |
| 2 | Imperial trade restrictions force you out of business. |
| 3 | Became a Artist at age 26 |
| 3 | Go on a tour of the sector, visiting several worlds. Gain 2 Contacts. |
| 3 | Promoted to rank 1 |
| 4 | Continued as Artist at age 30 |
| 4 | An investigation, tour, project or expedition goes wrong, stranding you far from home. |
| 5 | Became a Engineer/Gunner at age 34 |
| 5 | Vessel participates in a diplomatic mission. |
| 6 | Continued as Engineer/Gunner at age 38 |
| 6 | Lost eye or limb. Fully recovered. Owe 2,500 for medical bills. |
| 7 | Became a Wanderer at age 42 |
| 7 | Drafted into Navy |
| 8 | Returned to Engineer/Gunner at age 46 |
| 8 | During a battle, defeat or victory depends on your actions. The ship suffers severe damage and you are blamed for the disaster. You are court - martialled and discharged. |
| 9 | Switched to Scavenger at age 50 |
| 9 | Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. |
| 10 | Became a Physician at age 54 |
| 10 | An expedition or voyage goes wrong, leaving you stranded in the wilderness. |
| 11 | Returned to Wanderer at age 58 |
| 11 | Attacked by enemies and injured. |
| 11 | Scarred. Owe 5,000 for medical bills. |
| 11 | Gain Enemy if you don't already have one. |
| 12 | Aging Crisis. Owe 20,000 for medical bills. |