| Term | History |
| 1 | Became a Intelligence at age 18 |
| 1 | Your work ends up coming home with you, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
| 2 | Became a Wanderer at age 22 |
| 2 | Contact with Government. |
| 3 | Continued as Wanderer at age 26 |
| 4 | Continued as Wanderer at age 30 |
| 4 | Attempted a risky adventure and was injured. |
| 4 | Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
| 5 | Continued as Wanderer at age 34 |
| 5 | Gained a contact. |
| 5 | Promoted to rank 1 |
| 6 | Continued as Wanderer at age 38 |
| 6 | Attacked by enemies and injured. |
| 6 | Lightly injured, no permanent damage. Fully recovered. |
| 6 | Gain Enemy if you don't already have one. |
| 6 | Promoted to rank 2 |
| 7 | Continued as Wanderer at age 42 |
| 7 | Attempted a risky adventure and was wildly successful. |
| 7 | Promoted to rank 3 |
| 8 | Continued as Wanderer at age 46 |
| 8 | Suffer from a life-threatening illness. |
| 9 | Became a Worker at age 50 |
| 9 | You learn something you should not have – a corporate secret, a political scandal – which you can profit from illegally. |
| 10 | Continued as Worker at age 54 |
| 10 | You are rewarded for your diligence or cunning. |
| 10 | Promoted to rank 1 |
| 11 | Aging Crisis. Owe 20,000 for medical bills. |
| 11 | Continued as Worker at age 58 |
| 11 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 12 | Aging Crisis. Owe 40,000 for medical bills. |
| 12 | Retired at age 62 |
| 12 | A new romantic starts. Gain an Ally. |
| 13 | Aging Crisis. Owe 10,000 for medical bills. |