| Term | History |
| 1 | Became a Corporate Agent at age 18 |
| 1 | Go undercover to investigate an enemy. |
| 1 | A revolution, attack or other unusual event throws your life into chaos, forcing you to leave the planet. |
| 1 | Promoted to rank 1 |
| 1 | Is now a Agent |
| 2 | Continued as Corporate Agent at age 22 |
| 2 | Nearly killed. Owe 10,000 for medical bills. |
| 3 | Entered Naval Academy at age 26 |
| 3 | Spent the college years partying. |
| 3 | Dropped out of military academy. |
| 4 | Continued as Corporate Agent at age 26 |
| 4 | An investigation takes on a dangerous turn. |
| 5 | Continued as Corporate Agent at age 30 |
| 5 | Given specialist training in vehicles. |
| 6 | Continued as Corporate Agent at age 34 |
| 6 | Established a network of contacts. Gain 2 contacts. |
| 6 | Forced to muster out. |
| 7 | Became a Wanderer at age 38 |
| 7 | Scarred. Fully recovered. Owe 5,000 for medical bills. |
| 8 | Switched to Intelligence at age 42 |
| 8 | Befriended by a senior agent. |
| 8 | Promoted to rank 1 |
| 9 | Continued as Intelligence at age 46 |
| 9 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 10 | Aging Crisis. Owe 30,000 for medical bills. |
| 10 | Retired at age 50 |
| 10 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 11 | Aging Crisis. Owe 50,000 for medical bills. |
| 11 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 12 | Aging Crisis. Owe 40,000 for medical bills. |
| 12 | Moved to a new world. |
| 13 | Aging Crisis. Owe 20,000 for medical bills. |