| Term | History |
| 1 | Became a Colonist at age 18 |
| 1 | Scarred. Owe 2,500 for medical bills. |
| 2 | Became a Marine Support at age 22 |
| 2 | Is now a Marine |
| 2 | A mission goes wrong and you are stranded behind enemy lines. Ejected from the service. |
| 3 | Became a Explorer at age 26 |
| 3 | Your scout ship is one of the first on the scene to rescue the survivors of a disaster but you fail to help. Gain an Enemy. |
| 3 | Nearly killed. Owe 12,500 for medical bills. |
| 3 | Promoted to rank 1 |
| 3 | Is now a Scout |
| 4 | Continued as Explorer at age 30 |
| 4 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 4 | Gain 2 Contacts. Gain 2 Enemies. |
| 5 | Became a Scavenger at age 34 |
| 5 | Suffer from a life-threatening illness. |
| 6 | Became a Enforcer at age 38 |
| 6 | A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy. |
| 7 | Returned to Explorer at age 42 |
| 7 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 8 | Continued as Explorer at age 46 |
| 8 | Moved to a new world. |
| 8 | Promoted to rank 2 |
| 9 | Continued as Explorer at age 50 |
| 9 | Lightly injured, no permanent damage. Fully recovered. |
| 9 | Forced to muster out. |
| 10 | Became a Corporate Agent at age 54 |
| 10 | Your work ends up coming home with you, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
| 11 | Aging Crisis. Owe 40,000 for medical bills. |
| 11 | Retired at age 58 |
| 11 | Victim of a crime |
| 12 | Aging Crisis. Owe 40,000 for medical bills. |
| 12 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 13 | Aging Crisis. Owe 40,000 for medical bills. |