| Term | History |
| 1 | Became a Courier at age 18 |
| 1 | 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. |
| 1 | Severely injured. Owe 5,000 for medical bills. |
| 2 | Voluntarily left Courier |
| 2 | Became a Cavalry at age 22 |
| 2 | Is now a Private |
| 2 | Forced out after co-operating with military investigation in commanding officer's illegal activity. |
| 3 | Returned to Courier at age 26 |
| 3 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 3 | Gain 3 Contacts. Gain 2 Enemies. |
| 4 | Became a Corporate Agent at age 30 |
| 4 | Go undercover to investigate an enemy. |
| 4 | Injured. Fully recovered. Owe 2,500 for medical bills. |
| 4 | Promoted to rank 1 |
| 4 | Is now a Agent |
| 5 | Continued as Corporate Agent at age 34 |
| 5 | Advanced training in a specialist field. |
| 5 | Promoted to rank 2 |
| 5 | Is now a Field Agent |
| 6 | Continued as Corporate Agent at age 38 |
| 6 | Established a network of contacts. Gain 1 contacts. |
| 7 | Voluntarily left Corporate Agent |
| 7 | Became a Wanderer at age 42 |
| 7 | A new romantic starts. Gain an Ally. |
| 8 | Continued as Wanderer at age 46 |
| 8 | Scarred. Fully recovered. Owe 10,000 for medical bills. |
| 9 | Became a Merchant Marine at age 50 |
| 9 | Is now a Crewman |
| 9 | Imperial trade restrictions force you out of business. |
| 10 | Became a Thief at age 54 |
| 10 | You spend months in the dangerous criminal underworld. |
| 11 | Continued as Thief at age 58 |
| 11 | Severely injured. Fully recovered. Owe 15,000 for medical bills. |
| 12 | Aging Crisis. Owe 50,000 for medical bills. |